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		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124914</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124914"/>
		<updated>2025-10-28T20:47:54Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Implied Hit Chance Ratio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Try to find Overwatch spots where the enemy can not Fire back from, such as a sliver of vision containing no viable cover or places where the enemy would have to yellow move to. Those are great penalty free reaction shots if the enemy crosses the visible region. Hard to come by but rewarding when discovered.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on Overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on Overwatch.&lt;br /&gt;
* Alternatively, put several secure units (like Snipers) into Overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover.&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance Ratio (or when &amp;quot;Low cover is NOT no cover&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
A simple heuristic to evaluate a play is to add up the hit chances of XCOM and the implied hit chance of the enemies&#039; subsequent turn to get a hit chance ratio. Higher number is better.&lt;br /&gt;
&lt;br /&gt;
: Assume you have four soldiers and there are only two high cover spots available to Fire at two Sectoids in high cover, the hit chance ratio (assuming first mission stats) is 2*(65-40):2*(75-40), 50:60 or ~.83:1, if only using high cover. Not great assuming there are more pods left. However, there are plenty of low cover spots lying around which would allow us to Fire with all four soldiers. That should mean the Sectoids would target the unit in low cover, 4*(65-40):2*(75-20), 100:105 or ~.95:1. Better because it allowed XCOM to increase their firepower despite using low cover (though the ratio is still not the best). Let&#039;s add one more piece of high cover, that would again change the ratio to 3*(65-40):2*(75-40), 75:60 or 1.25:1. Less total hit chance than the four soldiers in low cover, but that added piece of high cover tipped the scale again compared to the two high cover option. This is to demonstrate that the maxim of &amp;quot;low cover is no cover&amp;quot; is not always correct.&lt;br /&gt;
&lt;br /&gt;
Instead of calculating the hit chance ratio, we can actually determine whether using the lower defence option of two will improve the ratio without requiring XCOM&#039;s hit chances (assuming the average hit chance of the XCOM squad for each soldier).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engagement threshold&#039;&#039;&#039; &#039;&#039;t&#039;&#039; of when to consider &#039;&#039;s&#039;&#039; free soldiers using the worse of two defence options is &#039;&#039;&#039;&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;&#039;&#039;&#039;, with &#039;&#039;a&#039;&#039; being the alien hit chance with the worse option and &#039;&#039;d&#039;&#039; being the defence difference between the two options. In another way, to consider the worse option, the ratio of soldiers using the better to soldiers considering the worse is at or worse than &#039;&#039;t&#039;&#039;-&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: If &#039;&#039;f&#039;&#039; is fixed soldiers using the better defence option and &#039;&#039;t&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;, &#039;&#039;f&#039;&#039;/(&#039;&#039;a&#039;&#039;-&#039;&#039;d&#039;&#039;)=(&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;)/&#039;&#039;a&#039;&#039;, fixed soldiers over worse alien hit chance vs fixed plus free soldiers over better alien hit chance, derives to &#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;=&#039;&#039;t&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the example of 75 aim Sectoids and high cover(40) vs low cover(20).&lt;br /&gt;
&lt;br /&gt;
In this case, &#039;&#039;a&#039;&#039;=75-20=55, &#039;&#039;d&#039;&#039;=40-20=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·55/20=2.75s. Either the ratio of soldiers using high cover to low cover must be equal to or less than 1.75&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039; or the total number of soldiers is equal to or less than 2.75&#039;&#039;s&#039;&#039;. If &#039;&#039;s&#039;&#039;=1, there must be at least 1.75 (so 2 whole in this case) soldiers utilizing high cover to not expose the third in low cover. That would only lower the hit chance ratio.&lt;br /&gt;
&lt;br /&gt;
However, if &#039;&#039;s&#039;&#039;=2, the total 2.75&#039;&#039;s&#039;&#039; becomes 5.5, or the ratio of high cover to low cover is 3.5:2. This means that if you have 3 or less soldiers in high cover and are considering 2 soldiers to using low cover, you should if you plan to increase the hit chance ratio and Fire.&lt;br /&gt;
&lt;br /&gt;
If you have smoke, that would adjust the hit chance value with the difference between cover being the same, &#039;&#039;a&#039;&#039;=75-40=35, &#039;&#039;d&#039;&#039;=60-40=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·35/20=1.75s. A little less viable to deploy units in smoked low cover based on &#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A more extreme example is to consider when to go uncovered. Let&#039;s say it&#039;s 75 aim Sectoid again but low cover vs no cover. &#039;&#039;a&#039;&#039;=75, &#039;&#039;d&#039;&#039;=20, &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=3.75s. If there happens to be only two or less pieces of low cover available, you can allow yourself to go rambo knowing you made the locally optimal call. If there are three pieces of low cover with a squad of four, better not expose the fourth.&lt;br /&gt;
&lt;br /&gt;
This assumes that the enemy can always hit a soldier using the worse option. XCOM engagement can be stratified though and so dividing which set of units is engaging with the enemy&#039;s set of units is something to consider. This also isn&#039;t a confirmation that simply Firing is good play. The ratios in the initial examples are atrocious considering there are 3-4+ pods every mission. But there may come a point where &amp;quot;everyone has a plan until they get punched in the face&amp;quot;. The ratio is a gauge of how hard you are getting punched and the threshold is how to correct it given no other options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally, the lower &#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039; is and/or the more soldiers with the better defence option available, the less likely that it is correct to utilize the worse defence option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Implied Hit Chance Ratio ====&lt;br /&gt;
&lt;br /&gt;
If you are above the threshold, it is still feasible to conclude that it&#039;s worth dropping to worse defence since killing a target would imply an improved hit chance ratio, but the math is hairy. Generally, it&#039;s worth it if the enemy count is low AND the lethality chance of the average shot is decent.&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Unknown Exploit ===&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on Overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like Sectoids and grounded Floaters, or Mutons if they already used their grenades, or Thin Men if you carry Medikits, by taking a flanking position with one of your units and putting another visible unit on Overwatch (can be the flanker, can be a different unit).&lt;br /&gt;
&lt;br /&gt;
This allows you to advance your Arc Thrower carrying soldier, take free shots on the enemy, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit because in case you do not kill it, AI will move to cover on its turn and fire back. One Overwatch will keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&lt;br /&gt;
&lt;br /&gt;
Since the flanking unit does not necessarily have to be the one to Overwatch, dash a unit to a secure position where it has an exposed view of all enemies and, so as long as a unit has any line of sight on these same enemies (not necessarily an exposed one), Overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124913</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124913"/>
		<updated>2025-10-28T20:17:54Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Hit Chance Ratio (or when &amp;quot;Low cover is NOT no cover&amp;quot;) */ there is implied ratio but it&amp;#039;s too complicated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Try to find Overwatch spots where the enemy can not Fire back from, such as a sliver of vision containing no viable cover or places where the enemy would have to yellow move to. Those are great penalty free reaction shots if the enemy crosses the visible region. Hard to come by but rewarding when discovered.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on Overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on Overwatch.&lt;br /&gt;
* Alternatively, put several secure units (like Snipers) into Overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover.&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance Ratio (or when &amp;quot;Low cover is NOT no cover&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
A simple heuristic to evaluate a play is to add up the hit chances of XCOM and the implied hit chance of the enemies&#039; subsequent turn to get a hit chance ratio. Higher number is better.&lt;br /&gt;
&lt;br /&gt;
: Assume you have four soldiers and there are only two high cover spots available to Fire at two Sectoids in high cover, the hit chance ratio (assuming first mission stats) is 2*(65-40):2*(75-40), 50:60 or ~.83:1, if only using high cover. Not great assuming there are more pods left. However, there are plenty of low cover spots lying around which would allow us to Fire with all four soldiers. That should mean the Sectoids would target the unit in low cover, 4*(65-40):2*(75-20), 100:105 or ~.95:1. Better because it allowed XCOM to increase their firepower despite using low cover (though the ratio is still not the best). Let&#039;s add one more piece of high cover, that would again change the ratio to 3*(65-40):2*(75-40), 75:60 or 1.25:1. Less total hit chance than the four soldiers in low cover, but that added piece of high cover tipped the scale again compared to the two high cover option. This is to demonstrate that the maxim of &amp;quot;low cover is no cover&amp;quot; is not always correct.&lt;br /&gt;
&lt;br /&gt;
Instead of calculating the hit chance ratio, we can actually determine whether using the lower defence option of two will improve the ratio without requiring XCOM&#039;s hit chances (assuming the average hit chance of the XCOM squad for each soldier).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engagement threshold&#039;&#039;&#039; &#039;&#039;t&#039;&#039; of when to consider &#039;&#039;s&#039;&#039; free soldiers using the worse of two defence options is &#039;&#039;&#039;&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;&#039;&#039;&#039;, with &#039;&#039;a&#039;&#039; being the alien hit chance with the worse option and &#039;&#039;d&#039;&#039; being the defence difference between the two options. In another way, to consider the worse option, the ratio of soldiers using the better to soldiers considering the worse is at or worse than &#039;&#039;t&#039;&#039;-&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: If &#039;&#039;f&#039;&#039; is fixed soldiers using the better defence option and &#039;&#039;t&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;, &#039;&#039;f&#039;&#039;/(&#039;&#039;a&#039;&#039;-&#039;&#039;d&#039;&#039;)=(&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;)/&#039;&#039;a&#039;&#039;, fixed soldiers over worse alien hit chance vs fixed plus free soldiers over better alien hit chance, derives to &#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;=&#039;&#039;t&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the example of 75 aim Sectoids and high cover(40) vs low cover(20).&lt;br /&gt;
&lt;br /&gt;
In this case, &#039;&#039;a&#039;&#039;=75-20=55, &#039;&#039;d&#039;&#039;=40-20=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·55/20=2.75s. Either the ratio of soldiers using high cover to low cover must be equal to or less than 1.75&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039; or the total number of soldiers is equal to or less than 2.75&#039;&#039;s&#039;&#039;. If &#039;&#039;s&#039;&#039;=1, there must be at least 1.75 (so 2 whole in this case) soldiers utilizing high cover to not expose the third in low cover. That would only lower the hit chance ratio.&lt;br /&gt;
&lt;br /&gt;
However, if &#039;&#039;s&#039;&#039;=2, the total 2.75&#039;&#039;s&#039;&#039; becomes 5.5, or the ratio of high cover to low cover is 3.5:2. This means that if you have 3 or less soldiers in high cover and are considering 2 soldiers to using low cover, you should if you plan to increase the hit chance ratio and Fire.&lt;br /&gt;
&lt;br /&gt;
If you have smoke, that would adjust the hit chance value with the difference between cover being the same, &#039;&#039;a&#039;&#039;=75-40=35, &#039;&#039;d&#039;&#039;=60-40=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·35/20=1.75s. A little less viable to deploy units in smoked low cover based on &#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A more extreme example is to consider when to go uncovered. Let&#039;s say it&#039;s 75 aim Sectoid again but low cover vs no cover. &#039;&#039;a&#039;&#039;=75, &#039;&#039;d&#039;&#039;=20, &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=3.75s. If there happens to be only two or less pieces of low cover available, you can allow yourself to go rambo knowing you made the locally optimal call. If there are three pieces of low cover with a squad of four, better not expose the fourth.&lt;br /&gt;
&lt;br /&gt;
This assumes that the enemy can always hit a soldier using the worse option. XCOM engagement can be stratified though and so dividing which set of units is engaging with the enemy&#039;s set of units is something to consider. This also isn&#039;t a confirmation that simply Firing is good play. The ratios in the initial examples are atrocious considering there are 3-4+ pods every mission. But there may come a point where &amp;quot;everyone has a plan until they get punched in the face&amp;quot;. The ratio is a gauge of how hard you are getting punched and the threshold is how to correct it given no other options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally, the lower &#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039; is and/or the more soldiers with the better defence option available, the less likely that it is correct to utilize the worse defence option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Implied Hit Chance Ratio ====&lt;br /&gt;
&lt;br /&gt;
If you are above the threshold, it is still feasible to conclude that it&#039;s worth dropping to worse defence since killing a target would imply an improved hit chance ratio, but the math is hairy. Generally, it&#039;s worth it if the enemy count is low AND the lethality chance is decent.&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Unknown Exploit ===&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on Overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like Sectoids and grounded Floaters, or Mutons if they already used their grenades, or Thin Men if you carry Medikits, by taking a flanking position with one of your units and putting another visible unit on Overwatch (can be the flanker, can be a different unit).&lt;br /&gt;
&lt;br /&gt;
This allows you to advance your Arc Thrower carrying soldier, take free shots on the enemy, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit because in case you do not kill it, AI will move to cover on its turn and fire back. One Overwatch will keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&lt;br /&gt;
&lt;br /&gt;
Since the flanking unit does not necessarily have to be the one to Overwatch, dash a unit to a secure position where it has an exposed view of all enemies and, so as long as a unit has any line of sight on these same enemies (not necessarily an exposed one), Overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124752</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124752"/>
		<updated>2025-10-19T08:30:11Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Hit Chance Ratio (or when &amp;quot;Low cover is NOT no cover&amp;quot;) */ include smoke example and reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Try to find Overwatch spots where the enemy can not Fire back from, such as a sliver of vision containing no viable cover or places where the enemy would have to yellow move to. Those are great penalty free reaction shots if the enemy crosses the visible region. Hard to come by but rewarding when discovered.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on Overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on Overwatch.&lt;br /&gt;
* Alternatively, put several secure units (like Snipers) into Overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover.&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance Ratio (or when &amp;quot;Low cover is NOT no cover&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
A simple heuristic to evaluate a play is to add up the hit chances of XCOM and the implied hit chance of the enemies&#039; subsequent turn to get a hit chance ratio. Higher number is better.&lt;br /&gt;
&lt;br /&gt;
: Assume you have four soldiers and there are only two high cover spots available to Fire at two Sectoids in high cover, the hit chance ratio (assuming first mission stats) is 2*(65-40):2*(75-40), 50:60 or ~.83:1, if only using high cover. Not great assuming there are more pods left. However, there are plenty of low cover spots lying around which would allow us to Fire with all four soldiers. That should mean the Sectoids would target the unit in low cover, 4*(65-40):2*(75-20), 100:105 or ~.95:1. Better because it allowed XCOM to increase their firepower despite using low cover (though the ratio is still not the best). Let&#039;s add one more piece of high cover, that would again change the ratio to 3*(65-40):2*(75-40), 75:60 or 1.25:1. Less total hit chance than the four soldiers in low cover, but that added piece of high cover tipped the scale again compared to the two high cover option. This is to demonstrate that the maxim of &amp;quot;low cover is no cover&amp;quot; is not always correct.&lt;br /&gt;
&lt;br /&gt;
Instead of calculating the hit chance ratio, we can actually determine whether using the lower defence option of two will improve the ratio without requiring XCOM&#039;s hit chances (assuming the average hit chance of the XCOM squad for each soldier).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engagement threshold&#039;&#039;&#039; &#039;&#039;t&#039;&#039; of when to consider &#039;&#039;s&#039;&#039; free soldiers using the worse of two defence options is &#039;&#039;&#039;&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;&#039;&#039;&#039;, with &#039;&#039;a&#039;&#039; being the alien hit chance with the worse option and &#039;&#039;d&#039;&#039; being the defence difference between the two options. In another way, to consider the worse option, the ratio of soldiers using the better to soldiers considering the worse is at or worse than &#039;&#039;t&#039;&#039;-&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: If &#039;&#039;f&#039;&#039; is fixed soldiers using the better defence option and &#039;&#039;t&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;, &#039;&#039;f&#039;&#039;/(&#039;&#039;a&#039;&#039;-&#039;&#039;d&#039;&#039;)=(&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;)/&#039;&#039;a&#039;&#039;, fixed soldiers over worse alien hit chance vs fixed plus free soldiers over better alien hit chance, derives to &#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;=&#039;&#039;t&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the example of 75 aim Sectoids and high cover(40) vs low cover(20).&lt;br /&gt;
&lt;br /&gt;
In this case, &#039;&#039;a&#039;&#039;=75-20=55, &#039;&#039;d&#039;&#039;=40-20=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·55/20=2.75s. Either the ratio of soldiers using high cover to low cover must be equal to or less than 1.75&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039; or the total number of soldiers is equal to or less than 2.75&#039;&#039;s&#039;&#039;. If &#039;&#039;s&#039;&#039;=1, there must be at least 1.75 (so 2 whole in this case) soldiers utilizing high cover to not expose the third in low cover. That would only lower the hit chance ratio.&lt;br /&gt;
&lt;br /&gt;
However, if &#039;&#039;s&#039;&#039;=2, the total 2.75&#039;&#039;s&#039;&#039; becomes 5.5, or the ratio of high cover to low cover is 3.5:2. This means that if you have 3 or less soldiers in high cover and are considering 2 soldiers to using low cover, you should if you plan to increase the hit chance ratio and Fire.&lt;br /&gt;
&lt;br /&gt;
If you have smoke, that would adjust the hit chance value with the difference between cover being the same, &#039;&#039;a&#039;&#039;=75-40=35, &#039;&#039;d&#039;&#039;=60-40=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·35/20=1.75s. A little less viable to deploy units in smoked low cover based on &#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A more extreme example is to consider when to go uncovered. Let&#039;s say it&#039;s 75 aim Sectoid again but low cover vs no cover. &#039;&#039;a&#039;&#039;=75, &#039;&#039;d&#039;&#039;=20, &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=3.75s. If there happens to be only two or less pieces of low cover available, you can allow yourself to go rambo knowing you made the locally optimal call. If there are three pieces of low cover with a squad of four, better not expose the fourth.&lt;br /&gt;
&lt;br /&gt;
This assumes that the enemy can always hit a soldier using the worse option. XCOM engagement can be stratified though and so dividing which set of units is engaging with the enemy&#039;s set of units is something to consider. This also isn&#039;t a confirmation that simply Firing is good play. The ratios in the initial examples are atrocious considering there are 3-4+ pods every mission. But there may come a point where &amp;quot;everyone has a plan until they get punched in the face&amp;quot;. The ratio is a gauge of how hard you are getting punched and the threshold is how to correct it given no other options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally, the lower &#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039; is and/or the more soldiers with the better defence option available, the less likely that it is correct to utilize the worse defence option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Unknown Exploit ===&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on Overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like Sectoids and grounded Floaters, or Mutons if they already used their grenades, or Thin Men if you carry Medikits, by taking a flanking position with one of your units and putting another visible unit on Overwatch (can be the flanker, can be a different unit).&lt;br /&gt;
&lt;br /&gt;
This allows you to advance your Arc Thrower carrying soldier, take free shots on the enemy, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit because in case you do not kill it, AI will move to cover on its turn and fire back. One Overwatch will keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&lt;br /&gt;
&lt;br /&gt;
Since the flanking unit does not necessarily have to be the one to Overwatch, dash a unit to a secure position where it has an exposed view of all enemies and, so as long as a unit has any line of sight on these same enemies (not necessarily an exposed one), Overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124722</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124722"/>
		<updated>2025-10-17T04:21:19Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Try to find Overwatch spots where the enemy can not Fire back from, such as a sliver of vision containing no viable cover or places where the enemy would have to yellow move to. Those are great penalty free reaction shots if the enemy crosses the visible region. Hard to come by but rewarding when discovered.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on Overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on Overwatch.&lt;br /&gt;
* Alternatively, put several secure units (like Snipers) into Overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover.&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance Ratio (or when &amp;quot;low cover is NOT no cover&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
A simple heuristic to evaluate a play is to add up the hit chances of XCOM and the implied hit chance of the enemies&#039; subsequent turn to get a hit chance ratio. Higher number is better.&lt;br /&gt;
&lt;br /&gt;
: Assume you have four soldiers and there are only two high cover spots available to Fire at two Sectoids in high cover, the hit chance ratio (assuming first mission stats) is 2*(65-40):2*(75-40), 50:60 or ~.83:1, if only using high cover. Not great assuming there are more pods left. However, there are plenty of low cover spots lying around which would allow us to Fire with all four soldiers. That should mean the Sectoids would target the unit in low cover, 4*(65-40):2*(75-20), 100:105 or ~.95:1. Better because it allowed XCOM to increase their firepower despite using low cover (though the ratio is still not the best). Let&#039;s add one more piece of high cover, that would again change the ratio to 3*(65-40):2*(75-40), 75:60 or 1.25:1. Less total hit chance than the four soldiers in low cover, but that added piece of high cover tipped the scale again compared to the two high cover option. This is to demonstrate that the maxim of &amp;quot;low cover is no cover&amp;quot; is not always correct.&lt;br /&gt;
&lt;br /&gt;
Instead of calculating the hit chance ratio, we can actually determine whether using a lower defence option will improve the ratio without requiring XCOM&#039;s hit chances (assuming the average hit chance of the XCOM squad for each soldier).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engagement threshold&#039;&#039;&#039; &#039;&#039;t&#039;&#039; of when to consider &#039;&#039;s&#039;&#039; free soldiers using the 2nd best of two defence options is &#039;&#039;&#039;&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;&#039;&#039;&#039;, with &#039;&#039;a&#039;&#039; being the alien hit chance with the 2nd best option and &#039;&#039;d&#039;&#039; being the defence difference between the two options. In another way, to consider the 2nd best option, the ratio of soldiers using the 1st best to soldiers considering the 2nd best is at or worse than &#039;&#039;t&#039;&#039;-&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: If &#039;&#039;f&#039;&#039; is fixed soldiers using best defence option and &#039;&#039;t&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;, &#039;&#039;f&#039;&#039;/(&#039;&#039;a&#039;&#039;-&#039;&#039;d&#039;&#039;)=(&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;)/&#039;&#039;a&#039;&#039;, fixed soldiers over worse alien hit chance vs fixed plus free soldiers over better alien hit chance, derives to &#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;=&#039;&#039;t&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the example of 75 aim Sectoids and high cover(40) vs low cover(20).&lt;br /&gt;
&lt;br /&gt;
In this case, &#039;&#039;a&#039;&#039;=75-20=55, &#039;&#039;d&#039;&#039;=40-20=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·55/20=2.75s. Either the ratio of soldiers using high cover to low cover must be equal to or less than 1.75&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039; or the total number of soldiers is equal to or less than 2.75&#039;&#039;s&#039;&#039;. If &#039;&#039;s&#039;&#039;=1, there must be at least 1.75 (so 2 whole in this case) soldiers utilizing high cover to not expose the third in low cover. That would only lower the hit chance ratio.&lt;br /&gt;
&lt;br /&gt;
However, if &#039;&#039;s&#039;&#039;=2, the total 2.75&#039;&#039;s&#039;&#039; becomes 5.5, or the ratio of high cover to low cover is 3.5:2. This means that if you have 3 or less soldiers in high cover and are considering 2 soldiers to using low cover, you should if you plan to increase the hit chance ratio and Fire.&lt;br /&gt;
&lt;br /&gt;
A more extreme example is to consider when to go uncovered. Let&#039;s say it&#039;s 75 aim Sectoid again but low cover vs no cover. &#039;&#039;a&#039;&#039;=75, &#039;&#039;d&#039;&#039;=20, &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=3.75s. If there happens to be only two or less pieces of low cover available, you can allow yourself to go rambo knowing you made the locally optimal call. If there are three pieces of low cover with a squad of four, better not expose the fourth.&lt;br /&gt;
&lt;br /&gt;
This assumes that the enemy can always hit a soldier using the 2nd option. XCOM engagement can be stratified though and so dividing which set of units is engaging with the enemy&#039;s set of units is something to consider. This also isn&#039;t a confirmation that simply Firing is good play. The ratios in the initial examples are atrocious considering there are 3-4+ pods every mission. But there may come a point where &amp;quot;everyone has a plan until they get punched in the face&amp;quot;. The ratio is a gauge of how hard you are getting punched and the threshold is how to correct it given no other options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally, the lower &#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039; is and/or the more soldiers with the 1st best defence option available, the less likely that it is correct to utilize the 2nd best defence option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Unknown Exploit ===&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on Overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like Sectoids and grounded Floaters, or Mutons if they already used their grenades, or Thin Men if you carry Medikits, by taking a flanking position with one of your units and putting another visible unit on Overwatch (can be the flanker, can be a different unit).&lt;br /&gt;
&lt;br /&gt;
This allows you to advance your Arc Thrower carrying soldier, take free shots on the enemy, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit because in case you do not kill it, AI will move to cover on its turn and fire back. One Overwatch will keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&lt;br /&gt;
&lt;br /&gt;
Since the flanking unit does not necessarily have to be the one to Overwatch, dash a unit to a secure position where it has an exposed view of all enemies and, so as long as a unit has any line of sight on these same enemies (not necessarily an exposed one), Overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124721</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124721"/>
		<updated>2025-10-16T12:33:13Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Hit Chance Ratio (or when &amp;quot;low cover is NOT no cover&amp;quot;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Circumstantially, there (rarely) might exist spots to Overwatch a sliver of vision without seeing any cover/peeking tile the enemy has blue move access to to return fire. Those are great penalty free reaction shots if the enemy crosses the visible region. Unfortunately, these can usually only be encountered after the environment has been destroyed a bit.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on Overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on Overwatch.&lt;br /&gt;
* Alternatively, put several secure units (like Snipers) into Overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover.&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance Ratio (or when &amp;quot;low cover is NOT no cover&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
A simple heuristic to evaluate a play is to add up the hit chances of XCOM and the implied hit chance of the enemies&#039; subsequent turn to get a hit chance ratio. Higher number is better.&lt;br /&gt;
&lt;br /&gt;
: Assume you have four soldiers and there are only two high cover spots available to Fire at two Sectoids in high cover, the hit chance ratio (assuming first mission stats) is 2*(65-40):2*(75-40), 50:60 or ~.83:1, if only using high cover. Not great assuming there are more pods left. However, there are plenty of low cover spots lying around which would allow us to Fire with all four soldiers. That should mean the Sectoids would target the unit in low cover, 4*(65-40):2*(75-20), 100:105 or ~.95:1. Better because it allowed XCOM to increase their firepower despite using low cover (though the ratio is still not the best). Let&#039;s add one more piece of high cover, that would again change the ratio to 3*(65-40):2*(75-40), 75:60 or 1.25:1. Less total hit chance than the four soldiers in low cover, but that added piece of high cover tipped the scale again compared to the two high cover option. This is to demonstrate that the maxim of &amp;quot;low cover is no cover&amp;quot; is not always correct.&lt;br /&gt;
&lt;br /&gt;
Instead of calculating the hit chance ratio, we can actually determine whether using a lower defence option will improve the ratio without requiring XCOM&#039;s hit chances (assuming the average hit chance of the XCOM squad for each soldier).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engagement threshold&#039;&#039;&#039; &#039;&#039;t&#039;&#039; of when to consider &#039;&#039;s&#039;&#039; free soldiers using the 2nd best of two defence options is &#039;&#039;&#039;&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;&#039;&#039;&#039;, with &#039;&#039;a&#039;&#039; being the alien hit chance with the 2nd best option and &#039;&#039;d&#039;&#039; being the defence difference between the two options. In another way, to consider the 2nd best option, the ratio of soldiers using the 1st best to soldiers considering the 2nd best is at or worse than &#039;&#039;t&#039;&#039;-&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: If &#039;&#039;f&#039;&#039; is fixed soldiers using best defence option and &#039;&#039;t&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;, &#039;&#039;f&#039;&#039;/(&#039;&#039;a&#039;&#039;-&#039;&#039;d&#039;&#039;)=(&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;)/&#039;&#039;a&#039;&#039;, fixed soldiers over worse alien hit chance vs fixed plus free soldiers over better alien hit chance, derives to &#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;=&#039;&#039;t&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the example of 75 aim Sectoids and high cover(40) vs low cover(20).&lt;br /&gt;
&lt;br /&gt;
In this case, &#039;&#039;a&#039;&#039;=75-20=55, &#039;&#039;d&#039;&#039;=40-20=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·55/20=2.75s. Either the ratio of soldiers using high cover to low cover must be equal to or less than 1.75&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039; or the total number of soldiers is equal to or less than 2.75&#039;&#039;s&#039;&#039;. If &#039;&#039;s&#039;&#039;=1, there must be at least 1.75 (so 2 whole in this case) soldiers utilizing high cover to not expose the third in low cover. That would only lower the hit chance ratio.&lt;br /&gt;
&lt;br /&gt;
However, if &#039;&#039;s&#039;&#039;=2, the total 2.75&#039;&#039;s&#039;&#039; becomes 5.5, or the ratio of high cover to low cover is 3.5:2. This means that if you have 3 or less soldiers in high cover and are considering 2 soldiers to using low cover, you should if you plan to increase the hit chance ratio and Fire.&lt;br /&gt;
&lt;br /&gt;
A more extreme example is to consider when to go uncovered. Let&#039;s say it&#039;s 75 aim Sectoid again but low cover vs no cover. &#039;&#039;a&#039;&#039;=75, &#039;&#039;d&#039;&#039;=20, &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=3.75s. If there happens to be only two or less pieces of low cover available, you can allow yourself to go rambo knowing you made the locally optimal call. If there are three pieces of low cover with a squad of four, better not expose the fourth.&lt;br /&gt;
&lt;br /&gt;
This assumes that the enemy can always hit a soldier using the 2nd option. XCOM engagement can be stratified though and so dividing which set of units is engaging with the enemy&#039;s set of units is something to consider. This also isn&#039;t a confirmation that simply Firing is good play. The ratios in the initial examples are atrocious considering there are 3-4+ pods every mission. But there may come a point where &amp;quot;everyone has a plan until they get punched in the face&amp;quot;. The ratio is a gauge of how hard you are getting punched and the threshold is how to correct it given no other options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally, the lower &#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039; is and/or the more soldiers with the 1st best defence option available, the less likely that it is correct to utilize the 2nd best defence option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Unknown Exploit ===&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on Overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like Sectoids and grounded Floaters, or Mutons if they already used their grenades, or Thin Men if you carry Medikits, by taking a flanking position with one of your units and putting another visible unit on Overwatch (can be the flanker, can be a different unit).&lt;br /&gt;
&lt;br /&gt;
This allows you to advance your Arc Thrower carrying soldier, take free shots on the enemy, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit because in case you do not kill it, AI will move to cover on its turn and fire back. One Overwatch will keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&lt;br /&gt;
&lt;br /&gt;
Since the flanking unit does not necessarily have to be the one to Overwatch, dash a unit to a secure position where it has an exposed view of all enemies and, so as long as a unit has any line of sight on these same enemies (not necessarily an exposed one), Overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124719</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=124719"/>
		<updated>2025-10-16T07:22:06Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Combat */ hit chance ratio and edit/format a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Circumstantially, there (rarely) might exist spots to Overwatch a sliver of vision without seeing any cover/peeking tile the enemy has blue move access to to return fire. Those are great penalty free reaction shots if the enemy crosses the visible region. Unfortunately, these can usually only be encountered after the environment has been destroyed a bit.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on Overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on Overwatch.&lt;br /&gt;
* Alternatively, put several secure units (like Snipers) into Overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover.&lt;br /&gt;
&lt;br /&gt;
=== Hit Chance Ratio (or when &amp;quot;low cover is NOT no cover&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
A simple heuristic to evaluate a play is to add up the hit chances of XCOM and the implied hit chance of the enemies&#039; subsequent turn to get a hit chance ratio. Higher number is better.&lt;br /&gt;
&lt;br /&gt;
: Assume you have four soldiers and there are only two high cover spots to shoot at two Sectoids in high cover, the hit chance ratio (assuming first mission stats) is 2*(65-40):2*(75-40), 50:60 or ~.83:1, if only using high cover. Not great assuming there are more pods left. However, there are plenty of low cover spots lying around which would allow us to shoot with all four soldiers. That should mean the Sectoids would target the unit in low cover, 4*(65-40):2*(75-20), 100:105 or ~.95:1. Better because it allowed XCOM to increase their firepower despite using low cover (though the ratio is still not the best). Let&#039;s add one more piece of high cover, that would again change the ratio to 3*(65-40):2*(75-40), 75:60 or 1.25:1. Less total hit chance than the four soldiers in low cover, but that added piece of high cover tipped the scale again compared to the two high cover option. This is to demonstrate that the maxim of &amp;quot;low cover is no cover&amp;quot; is not at all correct, assuming the plan is to shoot.&lt;br /&gt;
&lt;br /&gt;
Instead of calculating the ratio, we can determine whether using a lower defence option will improve the hit chance ratio or not without requiring XCOM&#039;s hit chances at all (assuming XCOM&#039;s average hit chance for each soldier).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engagement threshold&#039;&#039;&#039; &#039;&#039;t&#039;&#039; of when to consider &#039;&#039;s&#039;&#039; free soldiers using the 2nd best of two defence options is &#039;&#039;&#039;&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;&#039;&#039;&#039;, with &#039;&#039;a&#039;&#039; being the alien hit chance with the 2nd best option and &#039;&#039;d&#039;&#039; being the defence difference between the two options. In another way, to consider the 2nd best option, the ratio of soldiers using the 1st best to soldiers considering the 2nd best is at or worse than &#039;&#039;t&#039;&#039;-&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: If &#039;&#039;f&#039;&#039; is fixed soldiers using best defence option and &#039;&#039;t&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;, &#039;&#039;f&#039;&#039;/(&#039;&#039;a&#039;&#039;-&#039;&#039;d&#039;&#039;)=(&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;)/&#039;&#039;a&#039;&#039;, fixed soldiers over worse alien hit chance vs fixed plus free soldiers over better alien hit chance, derives to &#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;f&#039;&#039;+&#039;&#039;s&#039;&#039;=&#039;&#039;t&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the example of 75 aim Sectoids and high cover(40) vs low cover(20).&lt;br /&gt;
&lt;br /&gt;
In this case, &#039;&#039;a&#039;&#039;=75-20=55, &#039;&#039;d&#039;&#039;=40-20=20, making &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=&#039;&#039;s&#039;&#039;·55/20=2.75s. Either the ratio of soldiers using high cover to low cover must be equal to or less than 1.75&#039;&#039;s&#039;&#039;:&#039;&#039;s&#039;&#039; or the total number of soldiers is equal to or less than 2.75&#039;&#039;s&#039;&#039;. If &#039;&#039;s&#039;&#039;=1, there must be at least 1.75 (so 2 whole in this case) soldiers utilizing high cover to not expose the third in low cover. That would only lower the hit chance ratio.&lt;br /&gt;
&lt;br /&gt;
However, if &#039;&#039;s&#039;&#039;=2, the total 2.75&#039;&#039;s&#039;&#039; becomes 5.5, or the ratio of high cover to low cover is 3.5:2. This means that if you have 3 or less soldiers in high cover and are considering 2 soldiers to using low cover, you should if you plan to increase the hit chance ratio and shoot.&lt;br /&gt;
&lt;br /&gt;
A more extreme example is to consider when to go uncovered. Let&#039;s say it&#039;s 75 aim Sectoid again but low cover vs no cover. &#039;&#039;a&#039;&#039;=75, &#039;&#039;d&#039;&#039;=20, &#039;&#039;t&#039;&#039;=&#039;&#039;s&#039;&#039;·&#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039;=3.75s. If there happens to be only two or less pieces of low cover available, you can allow yourself to go rambo knowing you made the locally optimal call. If there are three pieces of low cover with a squad of four, better not expose the fourth.&lt;br /&gt;
&lt;br /&gt;
This assumes that the enemy can always hit a soldier using the 2nd option. XCOM engagement can be stratified though and so dividing which set of units is engaging with the enemy&#039;s set of units is something to consider. This also isn&#039;t a confirmation that simply shooting is good play. The ratios in the initial examples are atrocious considering there are 3-4+ pods every mission. But there may come a point where &amp;quot;everyone has a plan until they get punched in the face&amp;quot;. The ratio is a gauge of how hard you are getting punched and the threshold is how to correct it given no other options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally, the lower &#039;&#039;a&#039;&#039;/&#039;&#039;d&#039;&#039; is and/or the more soldiers with the 1st best defence option available, the less likely that it is correct to utilize the 2nd best defence option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Unknown Exploit ===&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on Overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like Sectoids and grounded Floaters, or Mutons if they already used their grenades, or Thin Men if you carry Medikits, by taking a flanking position with one of your units and putting another visible unit on Overwatch (can be the flanker, can be a different unit).&lt;br /&gt;
&lt;br /&gt;
This allows you to advance your Arc Thrower carrying soldier, take free shots on the enemy, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit because in case you do not kill it, AI will move to cover on its turn and fire back. One Overwatch will keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&lt;br /&gt;
&lt;br /&gt;
Since the flanking unit does not necessarily have to be the one to Overwatch, dash a unit to a secure position where it has an exposed view of all enemies and, so as long as a unit has any line of sight on these same enemies (not necessarily an exposed one), Overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123337</id>
		<title>User:Parogen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123337"/>
		<updated>2025-07-05T11:25:57Z</updated>

		<summary type="html">&lt;p&gt;Parogen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;d&#039;&#039;: weapon damage, &#039;&#039;a&#039;&#039;: target armor, &#039;&#039;p&#039;&#039;: armor pen, &#039;&#039;t&#039;&#039;: min dps, &#039;&#039;r&#039;&#039;: fire rate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t&#039;&#039;=&#039;&#039;d&#039;&#039;(1-(&#039;&#039;a&#039;&#039;-&#039;&#039;p&#039;&#039;)&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;)(1+((&#039;&#039;p&#039;&#039;-&#039;&#039;a&#039;&#039;)/2)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
expected dps (ignoring hit chance) = 1.25&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;&#039;&#039;t&#039;&#039;/&#039;&#039;r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;min:0,max:.95&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;min:.05,max:.25&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;average of 1.00-1.50&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO Weapons&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 250%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO DPS on Aircraft&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Interceptor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firestorm&lt;br /&gt;
|-&lt;br /&gt;
! UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:25!!H:2500!!H:+1000&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:125!!H:4000&lt;br /&gt;
|-&lt;br /&gt;
| Scout(P:15;S)||405&amp;lt;br/&amp;gt;(H:1892.5)||462.23||5.41&amp;lt;br/&amp;gt;(4.09)||7.57&amp;lt;br/&amp;gt;(6.26)||22.5&amp;lt;br/&amp;gt;(H:3966.25)||25.68||155.76&amp;lt;br/&amp;gt;(154.45)&lt;br /&gt;
|-&lt;br /&gt;
| Fighter(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Raider(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer(P:75;S)||450&amp;lt;br/&amp;gt;(H:1825)||611.41||4.09&amp;lt;br/&amp;gt;(2.98)||5.72&amp;lt;br/&amp;gt;(4.62)||225&amp;lt;br/&amp;gt;(H:3662.5)||256.79||15.58&amp;lt;br/&amp;gt;(14.26)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor(P:10;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||680&amp;lt;br/&amp;gt;(H:2980)||714||5.60&amp;lt;br/&amp;gt;(4.17)&lt;br /&gt;
|-&lt;br /&gt;
| Harvester(P:15;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||720&amp;lt;br/&amp;gt;(H:2920)||756||5.29&amp;lt;br/&amp;gt;(3.86)&lt;br /&gt;
|-&lt;br /&gt;
| Transport(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Terror(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Assault(P:90;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1333.83||3.00&amp;lt;br/&amp;gt;(2.10)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship(P:125;F)||1300&amp;lt;br/&amp;gt;(H:550)||1625||1.54&amp;lt;br/&amp;gt;(0.34)||2.15&amp;lt;br/&amp;gt;(0.95)||1300&amp;lt;br/&amp;gt;(H:2050)||1625||2.46&amp;lt;br/&amp;gt;(1.26)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer(P:125;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1513.59||2.64&amp;lt;br/&amp;gt;(1.85)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Aircraft DPS on UFO&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Scout&amp;lt;br/&amp;gt;T:7(5.6)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Fighter&amp;lt;br/&amp;gt;T:7.5(6)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Raider&amp;lt;br/&amp;gt;T:9(7.2)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Destroyer&amp;lt;br/&amp;gt;T:10(8)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Abductor&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Harvester&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Transport&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Terror&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Assault&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battleship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Overseer&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! A:0!!H:750&lt;br /&gt;
! A:60!!H:850&lt;br /&gt;
! A:25!!H:1500&lt;br /&gt;
! A:90!!H:1600&lt;br /&gt;
! A:160!!H:4000&lt;br /&gt;
! A:100!!H:6000&lt;br /&gt;
! A:160!!H:5000&lt;br /&gt;
! A:125!!H:6000&lt;br /&gt;
! A:140!!H:8000&lt;br /&gt;
! A:180!!H:9000&lt;br /&gt;
! A:200!!H:2500&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:0)&lt;br /&gt;
| Avalanche||223.13||3.36&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 71.4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 11.90&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 167.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 71.72&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||157.5||5.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 187.5&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 15.24&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 43.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 137.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 17.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||262.5||2.86||159.25||5.34||245||6.12&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 85.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 408.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 489.80&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 653.06&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||440.83||1.93&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||402.5||3.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 33.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.41&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 261.63&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 201.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 39.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 40.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 223.60&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 124.19&lt;br /&gt;
|-&lt;br /&gt;
| Laser||407.81||1.84||247.41||3.44||380.62||3.94&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 133.22&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 12.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 315.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 420.39&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||498.75||1.70||575||2.61||341.25||4.69&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 157.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 78.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 101.59&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||893.75||1.79&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 11.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 725.16&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.27&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 597.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 13.40&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 255.94&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 35.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 85.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 29.30&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.01&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.51&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 739.77&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 10.81&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 517.84&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 17.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 369.89&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.76&lt;br /&gt;
|- style=&amp;quot;border-bottom: solid 2px&amp;quot;&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1440||1.11&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.54&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.67&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1260&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.76&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1134&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 630&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 378&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 223.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.20&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 148.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 147&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 228.38&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.28&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.60&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 827.84&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 702.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 554.83&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.51&lt;br /&gt;
|- style=&amp;quot;border-bottom: solid 2px&amp;quot;&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 3.34&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | F(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86||223.13||6.72&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74||208.33||7.20||148.75||10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71||147||10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68||228.38||7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.28&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.60&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 827.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 702.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 554.83&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.51&lt;br /&gt;
|- style=&amp;quot;border-bottom: solid 2px&amp;quot;&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07||1197||3.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | F(P:50)&lt;br /&gt;
| Avalanche||265.63||2.82||200.81||4.23||239.06||6.27||133.88||11.95&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 111.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 53.78&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 358.58&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||200||4.25&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 7.20||175||9.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 57.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 34.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 71.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 76.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 257.14&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 291.67&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 2.57||250.83||3.39||291.67||5.14||208.25||7.68&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 36.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 108.84&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 183.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 32.65&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 36.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 136.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 85.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 93.29&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||479.17||3.34&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 322&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 12.42&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 460&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 13.04&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 322&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 15.53&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 431.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 13.91&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 402.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 241.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 37.27&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 161&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 15.53&lt;br /&gt;
|-&lt;br /&gt;
| Laser&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 453.13&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.66||389.69||2.18||453.13||3.31||323.53||4.94&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 57.09&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 70.06&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 285.47&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 21.02&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 57.09&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.58&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 133.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.05&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||612.5||1.39&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 2.4||537.5||2.98&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 236.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 16.93&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 525&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 11.43&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 236.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 21.16&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 341.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 23.44&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||1015.63||1.58&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.91&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.86&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 893.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.95&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 682.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 13.19&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 511.88&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.88&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 845.45&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.73&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 845.45&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.91&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 775&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 11.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 739.77&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.38&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.07||1320||3.03&lt;br /&gt;
| style=&amp;quot;background-color:darksalmon&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:darksalmon&amp;quot; | 4||1320||3.79||1500||4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1440&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 1260&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 7.14&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1008&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 2.48&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123213</id>
		<title>User:Parogen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123213"/>
		<updated>2025-06-14T17:34:27Z</updated>

		<summary type="html">&lt;p&gt;Parogen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;d&#039;&#039;: weapon damage, &#039;&#039;a&#039;&#039;: target armor, &#039;&#039;p&#039;&#039;: armor pen, &#039;&#039;t&#039;&#039;: min dps, &#039;&#039;r&#039;&#039;: fire rate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t&#039;&#039;=&#039;&#039;d&#039;&#039;(1-(&#039;&#039;a&#039;&#039;-&#039;&#039;p&#039;&#039;)&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;)(1+((&#039;&#039;p&#039;&#039;-&#039;&#039;a&#039;&#039;)/2)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
expected dps (ignoring hit chance) = 1.25&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;&#039;&#039;t&#039;&#039;/&#039;&#039;r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;min:0,max:.95&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;min:.05,max:.25&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;average of 1.00-1.50&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO Weapons&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 250%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO DPS on Aircraft&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Interceptor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firestorm&lt;br /&gt;
|-&lt;br /&gt;
! UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:25!!H:2500!!H:+1000&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:125!!H:4000&lt;br /&gt;
|-&lt;br /&gt;
| Scout(P:15;S)||405&amp;lt;br/&amp;gt;(H:1892.5)||462.23||5.41&amp;lt;br/&amp;gt;(4.09)||7.57&amp;lt;br/&amp;gt;(6.26)||22.5&amp;lt;br/&amp;gt;(H:3966.25)||25.68||155.76&amp;lt;br/&amp;gt;(154.45)&lt;br /&gt;
|-&lt;br /&gt;
| Fighter(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Raider(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer(P:75;S)||450&amp;lt;br/&amp;gt;(H:1825)||611.41||4.09&amp;lt;br/&amp;gt;(2.98)||5.72&amp;lt;br/&amp;gt;(4.62)||225&amp;lt;br/&amp;gt;(H:3662.5)||256.79||15.58&amp;lt;br/&amp;gt;(14.26)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor(P:10;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||680&amp;lt;br/&amp;gt;(H:2980)||714||5.60&amp;lt;br/&amp;gt;(4.17)&lt;br /&gt;
|-&lt;br /&gt;
| Harvester(P:15;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||720&amp;lt;br/&amp;gt;(H:2920)||756||5.29&amp;lt;br/&amp;gt;(3.86)&lt;br /&gt;
|-&lt;br /&gt;
| Transport(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Terror(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Assault(P:90;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1333.83||3.00&amp;lt;br/&amp;gt;(2.10)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship(P:125;F)||1300&amp;lt;br/&amp;gt;(H:550)||1625||1.54&amp;lt;br/&amp;gt;(0.34)||2.15&amp;lt;br/&amp;gt;(0.95)||1300&amp;lt;br/&amp;gt;(H:2050)||1625||2.46&amp;lt;br/&amp;gt;(1.26)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer(P:125;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1513.59||2.64&amp;lt;br/&amp;gt;(1.85)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Aircraft DPS on UFO&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Scout&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Fighter&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Raider&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Destroyer&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Abductor&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Harvester&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Transport&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Terror&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Assault&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battleship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Overseer&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! A:0!!H:750&lt;br /&gt;
! A:60!!H:850&lt;br /&gt;
! A:25!!H:1500&lt;br /&gt;
! A:90!!H:1600&lt;br /&gt;
! A:160!!H:4000&lt;br /&gt;
! A:100!!H:6000&lt;br /&gt;
! A:160!!H:5000&lt;br /&gt;
! A:125!!H:6000&lt;br /&gt;
! A:140!!H:8000&lt;br /&gt;
! A:180!!H:9000&lt;br /&gt;
! A:200!!H:2500&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:0)&lt;br /&gt;
| Avalanche||223.13||3.36&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 71.4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 11.90&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 167.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 71.72&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||157.5||5.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 187.5&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 15.24&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 43.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 137.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 17.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||262.5||2.86||159.25||5.34||245||6.12&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 85.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 408.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 489.80&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 653.06&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||440.83||1.93&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||402.5||3.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 33.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.41&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 261.63&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 201.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 39.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 40.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 223.60&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 124.19&lt;br /&gt;
|-&lt;br /&gt;
| Laser||407.81||1.84||247.41||3.44||380.62||3.94&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 133.22&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 12.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 315.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 420.39&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||498.75||1.70||575||2.61||341.25||4.69&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 157.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 78.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 101.59&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||893.75||1.79&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 11.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 725.16&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.27&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 597.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 13.40&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 255.94&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 35.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 85.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 29.30&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.01&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.51&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 739.77&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 10.81&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 517.84&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 17.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 369.89&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.76&lt;br /&gt;
|- style=&amp;quot;border-bottom: solid 2px&amp;quot;&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1440||1.11&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.54&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.67&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1260&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.76&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1134&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 630&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 378&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 223.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.20&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 148.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 147&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 228.38&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.28&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.60&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 827.84&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 702.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 554.83&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.51&lt;br /&gt;
|- style=&amp;quot;border-bottom: solid 2px&amp;quot;&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 3.34&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | F(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86||223.13||6.72&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74||208.33||7.20||148.75||10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71||147||10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68||228.38||7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.28&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 757.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.60&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 827.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 702.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 554.83&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.51&lt;br /&gt;
|- style=&amp;quot;border-bottom: solid 2px&amp;quot;&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07||1197||3.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | F(P:50)&lt;br /&gt;
| Avalanche||265.63||2.82||200.81||4.23||239.06||6.27||133.88||11.95&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 111.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 53.78&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 358.58&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||200||4.25&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 7.20||175||9.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 57.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 34.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 71.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 76.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 257.14&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 291.67&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 2.57||250.83||3.39||291.67||5.14||208.25||7.68&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 36.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 108.84&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 183.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 32.65&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 36.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 136.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 85.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 93.29&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||479.17||3.34&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 322&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 12.42&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 460&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 13.04&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 322&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 15.53&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 431.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 13.91&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 402.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 241.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 37.27&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 161&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 15.53&lt;br /&gt;
|-&lt;br /&gt;
| Laser&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 453.13&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.66||389.69||2.18||453.13||3.31||323.53||4.94&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 57.09&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 70.06&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 285.47&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 21.02&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 57.09&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.58&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 133.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.05&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||612.5||1.39&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 2.4||537.5||2.98&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 236.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 16.93&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 525&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 11.43&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 236.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 21.16&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 341.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 23.44&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||1015.63||1.58&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.91&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.86&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 893.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.95&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 682.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 13.19&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 511.88&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.88&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 845.45&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.73&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 845.45&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.91&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 775&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 11.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 739.77&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.38&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.07||1320||3.03&lt;br /&gt;
| style=&amp;quot;background-color:darksalmon&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:darksalmon&amp;quot; | 4||1320||3.79||1500||4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1440&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 1260&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 7.14&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1008&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 2.48&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123198</id>
		<title>User:Parogen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123198"/>
		<updated>2025-06-14T02:44:51Z</updated>

		<summary type="html">&lt;p&gt;Parogen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;d&#039;&#039;: weapon damage, &#039;&#039;a&#039;&#039;: target armor, &#039;&#039;p&#039;&#039;: armor pen, &#039;&#039;t&#039;&#039;: min dps, &#039;&#039;r&#039;&#039;: fire rate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t&#039;&#039;=&#039;&#039;d&#039;&#039;(1-(&#039;&#039;a&#039;&#039;-&#039;&#039;p&#039;&#039;)&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;)(1+((&#039;&#039;p&#039;&#039;-&#039;&#039;a&#039;&#039;)/2)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
expected dps (ignoring hit chance) = 1.25&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;&#039;&#039;t&#039;&#039;/&#039;&#039;r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;min:0,max:.95&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;min:.05,max:.25&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;average of 1.00-1.50&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO Weapons&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 250%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO DPS on Aircraft&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Interceptor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firestorm&lt;br /&gt;
|-&lt;br /&gt;
! UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:25!!H:2500!!H:+1000&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:125!!H:4000&lt;br /&gt;
|-&lt;br /&gt;
| Scout(P:15;S)||405&amp;lt;br/&amp;gt;(H:1892.5)||462.23||5.41&amp;lt;br/&amp;gt;(4.09)||7.57&amp;lt;br/&amp;gt;(6.26)||22.5&amp;lt;br/&amp;gt;(H:3966.25)||25.68||155.76&amp;lt;br/&amp;gt;(154.45)&lt;br /&gt;
|-&lt;br /&gt;
| Fighter(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Raider(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer(P:75;S)||450&amp;lt;br/&amp;gt;(H:1825)||611.41||4.09&amp;lt;br/&amp;gt;(2.98)||5.72&amp;lt;br/&amp;gt;(4.62)||225&amp;lt;br/&amp;gt;(H:3662.5)||256.79||15.58&amp;lt;br/&amp;gt;(14.26)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor(P:10;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||680&amp;lt;br/&amp;gt;(H:2980)||714||5.60&amp;lt;br/&amp;gt;(4.17)&lt;br /&gt;
|-&lt;br /&gt;
| Harvester(P:15;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||720&amp;lt;br/&amp;gt;(H:2920)||756||5.29&amp;lt;br/&amp;gt;(3.86)&lt;br /&gt;
|-&lt;br /&gt;
| Transport(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Terror(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Assault(P:90;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1333.83||3.00&amp;lt;br/&amp;gt;(2.10)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship(P:125;F)||1300&amp;lt;br/&amp;gt;(H:550)||1625||1.54&amp;lt;br/&amp;gt;(0.34)||2.15&amp;lt;br/&amp;gt;(0.95)||1300&amp;lt;br/&amp;gt;(H:2050)||1625||2.46&amp;lt;br/&amp;gt;(1.26)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer(P:125;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1513.59||2.64&amp;lt;br/&amp;gt;(1.85)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Aircraft DPS on UFO&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Scout&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Fighter&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Raider&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Destroyer&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Abductor&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Harvester&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Transport&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Terror&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Assault&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battleship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Overseer&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! A:0!!H:750&lt;br /&gt;
! A:60!!H:850&lt;br /&gt;
! A:25!!H:1500&lt;br /&gt;
! A:90!!H:1600&lt;br /&gt;
! A:160!!H:4000&lt;br /&gt;
! A:100!!H:6000&lt;br /&gt;
! A:160!!H:5000&lt;br /&gt;
! A:125!!H:6000&lt;br /&gt;
! A:140!!H:8000&lt;br /&gt;
! A:180!!H:9000&lt;br /&gt;
! A:200!!H:2500&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:0)&lt;br /&gt;
| Avalanche||223.13||3.36&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 71.4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 11.90&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 167.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 71.72&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||157.5||5.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 187.5&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 15.24&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 43.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 137.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 17.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||262.5||2.86||159.25||5.34||245||6.12&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 85.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 408.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 489.80&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 653.06&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||440.83||1.93&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||402.5||3.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 33.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.41&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 261.63&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 201.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 39.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 40.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 223.60&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 124.19&lt;br /&gt;
|-&lt;br /&gt;
| Laser||407.81||1.84||247.41||3.44||380.62||3.94&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 133.22&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 12.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 315.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 420.39&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||498.75||1.70||575||2.61||341.25||4.69&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 157.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 78.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 101.59&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||893.75||1.79&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 11.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 725.16&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.27&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 597.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 13.40&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 255.94&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 35.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 85.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 29.30&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.01&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.51&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 787.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 10.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 551.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.33&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 393.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.35&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1440||1.11&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.54&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.67&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1260&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.76&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1134&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 630&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 378&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 223.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.20&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 148.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 147&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 228.38&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.05&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.31&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 937.5&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.4&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 881.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 748.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 590.63&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.23&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 3.34&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | F(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86||223.13||6.72&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74||208.33||7.20||148.75||10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71||147||10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68||228.38||7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 5.05&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.31&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 937.5&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 881.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 748.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 590.63&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.23&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07||1197||3.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123197</id>
		<title>User:Parogen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Parogen&amp;diff=123197"/>
		<updated>2025-06-13T22:39:52Z</updated>

		<summary type="html">&lt;p&gt;Parogen: Created page with &amp;quot;&amp;#039;&amp;#039;d&amp;#039;&amp;#039;: weapon damage, &amp;#039;&amp;#039;a&amp;#039;&amp;#039;: target armor, &amp;#039;&amp;#039;p&amp;#039;&amp;#039;: armor pen, &amp;#039;&amp;#039;t&amp;#039;&amp;#039;: min dps, &amp;#039;&amp;#039;r&amp;#039;&amp;#039;: fire rate  &amp;#039;&amp;#039;t&amp;#039;&amp;#039;=&amp;#039;&amp;#039;d&amp;#039;&amp;#039;(1-(&amp;#039;&amp;#039;a&amp;#039;&amp;#039;-&amp;#039;&amp;#039;p&amp;#039;&amp;#039;)&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;)(1+((&amp;#039;&amp;#039;p&amp;#039;&amp;#039;-&amp;#039;&amp;#039;a&amp;#039;&amp;#039;)/2)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)  expec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;d&#039;&#039;: weapon damage, &#039;&#039;a&#039;&#039;: target armor, &#039;&#039;p&#039;&#039;: armor pen, &#039;&#039;t&#039;&#039;: min dps, &#039;&#039;r&#039;&#039;: fire rate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t&#039;&#039;=&#039;&#039;d&#039;&#039;(1-(&#039;&#039;a&#039;&#039;-&#039;&#039;p&#039;&#039;)&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;)(1+((&#039;&#039;p&#039;&#039;-&#039;&#039;a&#039;&#039;)/2)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
expected dps (ignoring hit chance) = 1.25&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;&#039;&#039;t&#039;&#039;/&#039;&#039;r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;min:0,max:.95&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;min:.05,max:.25&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;average of 1.00-1.50&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO Weapons&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 250%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ UFO DPS on Aircraft&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Interceptor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firestorm&lt;br /&gt;
|-&lt;br /&gt;
! UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:25!!H:2500!!H:+1000&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | A:125!!H:4000&lt;br /&gt;
|-&lt;br /&gt;
| Scout(P:15;S)||405&amp;lt;br/&amp;gt;(H:1892.5)||462.23||5.41&amp;lt;br/&amp;gt;(4.09)||7.57&amp;lt;br/&amp;gt;(6.26)||22.5&amp;lt;br/&amp;gt;(H:3966.25)||25.68||155.76&amp;lt;br/&amp;gt;(154.45)&lt;br /&gt;
|-&lt;br /&gt;
| Fighter(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Raider(P:35;S)||450&amp;lt;br/&amp;gt;(H:1825)||513.59||4.87&amp;lt;br/&amp;gt;(3.55)||6.81&amp;lt;br/&amp;gt;(5.50)||45&amp;lt;br/&amp;gt;(H:3932.5)||51.36||77.88&amp;lt;br/&amp;gt;(76.57)&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer(P:75;S)||450&amp;lt;br/&amp;gt;(H:1825)||611.41||4.09&amp;lt;br/&amp;gt;(2.98)||5.72&amp;lt;br/&amp;gt;(4.62)||225&amp;lt;br/&amp;gt;(H:3662.5)||256.79||15.58&amp;lt;br/&amp;gt;(14.26)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor(P:10;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||680&amp;lt;br/&amp;gt;(H:2980)||714||5.60&amp;lt;br/&amp;gt;(4.17)&lt;br /&gt;
|-&lt;br /&gt;
| Harvester(P:15;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||720&amp;lt;br/&amp;gt;(H:2920)||756||5.29&amp;lt;br/&amp;gt;(3.86)&lt;br /&gt;
|-&lt;br /&gt;
| Transport(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Terror(P:0;D)||800&amp;lt;br/&amp;gt;(H:1300)||1000||2.5&amp;lt;br/&amp;gt;(1.3)||3.5&amp;lt;br/&amp;gt;(2.3)||600&amp;lt;br/&amp;gt;(H:3100)||630||6.35&amp;lt;br/&amp;gt;(4.92)&lt;br /&gt;
|-&lt;br /&gt;
| Assault(P:90;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1333.83||3.00&amp;lt;br/&amp;gt;(2.10)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship(P:125;F)||1300&amp;lt;br/&amp;gt;(H:550)||1625||1.54&amp;lt;br/&amp;gt;(0.34)||2.15&amp;lt;br/&amp;gt;(0.95)||1300&amp;lt;br/&amp;gt;(H:2050)||1625||2.46&amp;lt;br/&amp;gt;(1.26)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer(P:125;DS)||800&amp;lt;br/&amp;gt;(H:1300)||1611.41||1.55&amp;lt;br/&amp;gt;(0.81)||2.17&amp;lt;br/&amp;gt;(1.43)||800&amp;lt;br/&amp;gt;(H:2800)||1513.59||2.64&amp;lt;br/&amp;gt;(1.85)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Aircraft DPS on UFO&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | UFO&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Scout&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Fighter&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Raider&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Destroyer&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Abductor&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Harvester&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Transport&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Terror&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Assault&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battleship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Overseer&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! A:0!!H:750&lt;br /&gt;
! A:60!!H:850&lt;br /&gt;
! A:25!!H:1500&lt;br /&gt;
! A:90!!H:1600&lt;br /&gt;
! A:160!!H:4000&lt;br /&gt;
! A:100!!H:6000&lt;br /&gt;
! A:160!!H:5000&lt;br /&gt;
! A:125!!H:6000&lt;br /&gt;
! A:140!!H:8000&lt;br /&gt;
! A:180!!H:9000&lt;br /&gt;
! A:200!!H:2500&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:0)&lt;br /&gt;
| Avalanche||223.13||3.36&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 71.4&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 11.90&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 167.34&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 71.72&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||157.5||5.39&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 187.5&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 15.24&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 43.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 137.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 17.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||262.5||2.86||159.25||5.34||245||6.12&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 85.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 18.66&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 408.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 489.80&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 653.06&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||440.83||1.93&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||402.5||3.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 33.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 120.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.41&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 261.63&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 201.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 39.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 40.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 223.60&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 124.19&lt;br /&gt;
|-&lt;br /&gt;
| Laser||407.81||1.84||247.41||3.44||380.62||3.94&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 133.22&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 12.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 315.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 420.39&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||498.75||1.70||575||2.61||341.25||4.69&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 157.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 78.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 101.59&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||893.75||1.79&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 9.38&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 426.56&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 11.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 725.16&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.27&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 597.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 13.40&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 255.94&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 35.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 85.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 29.30&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.01&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 665.80&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.51&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 787.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 10.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 551.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.33&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 393.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.35&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1440||1.11&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.54&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 882&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.67&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1260&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.76&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1134&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 630&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 378&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.61&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | I(P:25)&lt;br /&gt;
| Avalanche||239.06||3.14||145.03||5.86&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 223.13&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 6.72&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 78.09&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 20.49&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 358.42&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 55.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 107.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 448.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 537.63&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 716.85&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 806.45&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 11.16&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 224.01&lt;br /&gt;
|-&lt;br /&gt;
| Stingray&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.60||179.17||4.74&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 208.33&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.20&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 148.75&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.76&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 457.14&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 131.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 45.71&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 571.43&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 87.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 68.57&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 130.61&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 1028.57&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 8.75&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 285.71&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCan||291.67||2.57||220.5||3.85||262.5||5.71&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 147&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 10.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 152.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 122.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 48.98&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.48&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 61.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 97.96&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 24.5&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 326.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 734.69&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 12.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 204.08&lt;br /&gt;
|-&lt;br /&gt;
| PhoenixCoil&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.56||479.17||1.77&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 479.17&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 3.13||431.25||3.71&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 18.07&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 412.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 14.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 221.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 22.58&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 362.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 16.56&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 301.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 26.50&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 140.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.88&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 60.38&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 41.40&lt;br /&gt;
|-&lt;br /&gt;
| Laser||453.13||1.66||342.56||2.48||407.81||3.68&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 228.38&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 7.01&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 190.31&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 31.53&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 262.74&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 95.16&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 63.05&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.06&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210.19&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 472.94&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 19.03&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 131.37&lt;br /&gt;
|-&lt;br /&gt;
| Pulse&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 625&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.2||550||1.55||625||2.4||472.5||3.39&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 420&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 14.29&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 47.62&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 288.75&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 20.78&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 38.10&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 342.86&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 26.25&lt;br /&gt;
| style=&amp;quot;background-color:darkred&amp;quot; | 95.24&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.74&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.84&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1015.63&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.48||995.31||1.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.25&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 954.69&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.28&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 639.84&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 853.13&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 7.03&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 810.47&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.87&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 469.22&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 19.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 298.59&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 8.37&lt;br /&gt;
|-&lt;br /&gt;
| EMP&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.97&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.70&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1.82&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.05&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 880.68&lt;br /&gt;
| style=&amp;quot;background-color:palevioletred&amp;quot; | 6.81&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 792.61&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.31&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 937.5&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 6.4&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 881.25&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.08&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 748.13&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 12.03&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 590.63&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.23&lt;br /&gt;
|-&lt;br /&gt;
| Fusion&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.5&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 0.57&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:lightgrey&amp;quot; | 1||1500||1.07&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:mistyrose&amp;quot; | 3.34&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1500&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1197&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.18&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1380&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 1350&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 5.93&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 945&lt;br /&gt;
| style=&amp;quot;background-color:red&amp;quot; | 9.52&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 693&lt;br /&gt;
| style=&amp;quot;background-color:pink&amp;quot; | 3.61&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Movement_(EU2012)&amp;diff=122934</id>
		<title>Talk:Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Movement_(EU2012)&amp;diff=122934"/>
		<updated>2025-05-30T06:57:51Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* simplified approximation */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Diagonals==&lt;br /&gt;
There&#039;s a bit more to this (diagonals for instance are a puzzle for me to figure out) but the 0.625 value is close to the truth, although I&#039;ve seen a lot of discussion on this.&lt;br /&gt;
&lt;br /&gt;
If you set that each game square costs 1.625 and the diagonal costs 2.298 points to move then it matches the ingame results (7 squares straight, 5 squares on a diagonal). &lt;br /&gt;
&lt;br /&gt;
It would be nice to have also a summary of the different items/armor and how much extra points/squares they give. Sprinter is described to add 3 extra tiles (or squares) movement, so that would correspond to 4.875 movement points, for instance. [[User:Hobbes|Hobbes]] 10:36, 8 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: The difficulty is compounded by the fact the page announces two different ratios: Multiplying the movement stat by 0.625 is equivalent of each tile costing exactly 1.6 movement; while the formula &amp;quot;each tile costs 1.625&amp;quot; is equivalent to multiplying the movement stat by about 0.615 [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 16:52, 14 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding the exact scaling factor for #tiles per mobility stat==&lt;br /&gt;
&lt;br /&gt;
The movement page (before this edit) provides a few different scaling factors in the various sections, which is inconsistent.  For example, it states that for “conversion purposes” it uses a ratio of 1.625 mobility points per game tile, which corresponds to 1/1.625 = 0.615 tiles per mob point.  However, in the calculation for Dashing, a factor of 0.625 was used instead of 0.615.  Later, in the “diagonal movement” paragraph, a value of 1.65 is used instead of 1.625, which corresponds to yet another scaling factor of 1/1.65 = 0.606 tiles per mob point.  All this is guesswork, and none of these factors correctly predict the actual movement in the game (details below). &lt;br /&gt;
&lt;br /&gt;
Now, getting down to business.  The referenced [http://gaming.stackexchange.com/a/94286/35810 page here] correctly states that the scaling factor has to be between 0.625 and 0.667 tiles per mobility point.  That much is true because the factor of 0.625 underestimates most tile values, while 0.667 overestimates some of them.  The exact factor is closer to 0.667, as we will see.  In order to further narrow down the correct factor, I did some in-game testing.  I counted tiles for single and double moves (dashes) for both straight and diagonal movement for mobility values between 3 and 28, and recorded the data.  Then, I compared the hard data with values calculated using the scaling factors suggested on this page (fractional tile values are rounded down).  The factor of 0.625 predicts some of the tile values but not most.  The other two factors - 0.606 and 0.615 results in values, most of which are off by 1 or more.  &lt;br /&gt;
&lt;br /&gt;
So after testing several different conversion factors in an attempt to match the observed data to calculated data, I narrowed it down to an exact value of 0.666, with no fewer than three decimal 6’s (i.e. 0.66 doesn&#039;t work).  Values of 0.665 or 0.667 predict most but not all of the observed tile data; &#039;&#039;&#039;only a factor of 0.666 predicts ALL observed straight-line and diagonal tile movement values&#039;&#039;&#039;.  Also, any number of trailing 6’s can be added without affecting the results.  I don’t know what floating-point precision is used in the game, but for calculation purposes a value of 0.666 works fine.  &lt;br /&gt;
&lt;br /&gt;
It becomes apparent from these observations that the ‘intended’ conversion factor is a ratio of 2/3 (that is 1 tile per 1.5 mobility points), which equals 0.666(6...)  In theory this is an irrational number - it has an infinite number of trailing 6&#039;s, which cannot be programmed in the game as such.  Since the game uses some finite precision, it truncates the value to some number of trailing 6&#039;s.  If the game could, hypothetically, use the intended value of 2/3, instead of a truncated 0.6666…, it would result in exactly 8 blue tiles and 16 yellow tiles for a mobility stat of 12.  But since 12*0.6666 = 7.999 (truncated), it gets rounded down to 7 tiles for blue move, and 15.99 rounds down to 15 for a dash.  I believe this explains all apparent issues with the tile/mobility arithmetic in the game.  &lt;br /&gt;
&lt;br /&gt;
Based on these findings the tabulated data posted on this page is off, since it was calculated using a factor of 1/1.625 = 0.615.  E.g. mobility stat of 8 in the table was assigned a value of 4.92 tiles, which rounds down to 4 tiles for a blue move, and double value of 4.92*2 = 9.84 rounds down to 9 tiles for a dash, but these values don’t match the actual in-game movement of 5 tiles for a blue move and 10 tiles for a dash.  But if we use a factor of 0.666, we get the correct tiles values of 5/10 tiles.&lt;br /&gt;
&lt;br /&gt;
I added more columns to the table for straight and diagonal moves, for half moves and dashes.&lt;br /&gt;
[[User:Hazardass|Hazardass]] ([[User talk:Hazardass|talk]]) 02:17, 02 April 2017 (PST)&lt;br /&gt;
:Thank you. I&#039;ve given up trying to figure out Movement a long time ago :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 3 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You&#039;re welcome.  Btw these findings are from EW/Long War.  I know that LW didn&#039;t change the way mobility/movement works in EW, and as far as I know it&#039;s the same as EU, so this should apply to all versions. [[User:Hazardass|Hazardass]] 18:50, 4 April 2017 (PST)&lt;br /&gt;
&lt;br /&gt;
== simplified approximation ==&lt;br /&gt;
&lt;br /&gt;
For straight move, multiply by 2/3 (4/3 for dash) and round down but on whole numbers minus 1.&lt;br /&gt;
:12*(2/3)=8 but that&#039;s whole so 12 movement is a 7 straight tile blue move.&lt;br /&gt;
&lt;br /&gt;
For diagonal move, multiply previous with 12/17, the rational approximation of 1/squareroot(2), (or 8/17 together, 16/17 for dash) but do not minus 1 on whole numbers.&lt;br /&gt;
:17*(2/3)*(12/17)=17*(8/17)=8 and 17 movement is an 8 diagonal tile blue move.&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&amp;diff=122487</id>
		<title>Alien Stats (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&amp;diff=122487"/>
		<updated>2025-05-14T11:43:03Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Alien Stats Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | HP&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Critical Chance&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Target of a Mind Merge gains one extra health, healed effectively. Increases Critical Hit chance(+25%) and Will (+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70/70/80/90&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|20&lt;br /&gt;
|12/12/17/17&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
| -2/-2/NC/NC&lt;br /&gt;
|Immune to poison. &lt;br /&gt;
|-&lt;br /&gt;
|[[Floater (EU2012)|Floater]]&lt;br /&gt;
|4/4/4/6&lt;br /&gt;
|50/50/60/60&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Flying (35 fuel)&lt;br /&gt;
|-&lt;br /&gt;
|[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC/NC/+2/+2&lt;br /&gt;
|Hardened. Immune to stun and poison.&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC/NC/+2/+4&lt;br /&gt;
|Immune to stun and poison. &lt;br /&gt;
|-&lt;br /&gt;
|[[Muton (EU2012)|Muton]]&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Blood Call gives +10 Aim/Will and +4 Movement. &lt;br /&gt;
|-&lt;br /&gt;
|[[Drone (EU2012)|Drone]]&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60/60/70/70&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened, Robotic, Flying (35 fuel).&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|18&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Flying (35 fuel), Robotic, Hardened while in Close form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Commander (EU2012)|Sectoid Commander]]&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85/85/95/95&lt;br /&gt;
|20&lt;br /&gt;
|90/90/115/125&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Berserker (EU2012)|Berserker]]&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC/NC/+1/+3&lt;br /&gt;
|Hardened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80/80/90/90&lt;br /&gt;
|30&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened, Robotic.&amp;lt;br&amp;gt;On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] all incoming damage is reduced by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Floater (EU2012)|Heavy Floater]]&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Flying (35 fuel).&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Elite (EU2012)|Muton Elite]]&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80/80/90/100&lt;br /&gt;
|20/20/30/30&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|HPs increased to 18 (Classic) and 20 (Impossible) on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|100&lt;br /&gt;
|40&lt;br /&gt;
|120/120/145/155&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uber Ethereal (EU2012)|Uber Ethereal]]&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|120&lt;br /&gt;
|40/40/40/50&lt;br /&gt;
|150/150/150/160&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/20&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechtoid (EU2012)|Mechtoid]] ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|16/20/22/24&lt;br /&gt;
|60/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|14&lt;br /&gt;
|0/0/15/15&lt;br /&gt;
| -1/NC/+2/+4&lt;br /&gt;
|Hardened, Robotic.&amp;lt;br&amp;gt;Sectoids can Mind Merge, giving it a 6 HP shield that reduces all incoming damage by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seeker (EU2012)|Seeker]] ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|4/5/5/6&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|10/10/20/20&lt;br /&gt;
|0&lt;br /&gt;
|12/14/14/14&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened, Robotic.&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |* Values separated by slashes indicate the changes on difficulty levels (Easy/Normal/Classic/Impossible)&amp;lt;br&amp;gt;* Damage refers to outgoing damage (upon its target). NC = No Change&amp;lt;br&amp;gt;* Melee attacks always hit.&amp;lt;br&amp;gt;* Hardened reduces critical chance by 60% against the target. (100% if Absolutely Critical is active).&amp;lt;br&amp;gt;* Robotic units are immune to Poison, Stun and most Psionic attacks.&amp;lt;br&amp;gt;* Flying units have an additional +20 Defense.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&amp;diff=122486</id>
		<title>Alien Stats (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&amp;diff=122486"/>
		<updated>2025-05-14T11:39:54Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Alien Stats Table */ missing mechtoid stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | HP&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Critical Chance&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Target of a Mind Merge gains one extra health, healed effectively. Increases Critical Hit chance(+25%) and Will (+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70/70/80/90&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|20&lt;br /&gt;
|12/12/17/17&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
| -2/-2/NC/NC&lt;br /&gt;
|Immune to poison. &lt;br /&gt;
|-&lt;br /&gt;
|[[Floater (EU2012)|Floater]]&lt;br /&gt;
|4/4/4/6&lt;br /&gt;
|50/50/60/60&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Flying (35 fuel)&lt;br /&gt;
|-&lt;br /&gt;
|[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC/NC/+2/+2&lt;br /&gt;
|Hardened. Immune to stun and poison.&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC/NC/+2/+4&lt;br /&gt;
|Immune to stun and poison. &lt;br /&gt;
|-&lt;br /&gt;
|[[Muton (EU2012)|Muton]]&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Blood Call gives +10 Aim/Will and +4 Movement. &lt;br /&gt;
|-&lt;br /&gt;
|[[Drone (EU2012)|Drone]]&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60/60/70/70&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened, Robotic, Flying (35 fuel).&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|18&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Flying (35 fuel), Robotic, Hardened while in Close form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Commander (EU2012)|Sectoid Commander]]&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85/85/95/95&lt;br /&gt;
|20&lt;br /&gt;
|90/90/115/125&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Berserker (EU2012)|Berserker]]&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC/NC/+1/+3&lt;br /&gt;
|Hardened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80/80/90/90&lt;br /&gt;
|30&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened, Robotic.&amp;lt;br&amp;gt;On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] all incoming damage is reduced by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Floater (EU2012)|Heavy Floater]]&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Flying (35 fuel).&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Elite (EU2012)|Muton Elite]]&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80/80/90/100&lt;br /&gt;
|20/20/30/30&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|HPs increased to 18 (Classic) and 20 (Impossible) on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|100&lt;br /&gt;
|40&lt;br /&gt;
|120/120/145/155&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uber Ethereal (EU2012)|Uber Ethereal]]&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|120&lt;br /&gt;
|40/40/40/50&lt;br /&gt;
|150/150/150/160&lt;br /&gt;
|12&lt;br /&gt;
|0/0/10/20&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechtoid (EU2012)|Mechtoid]] ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|16/20/22/24&lt;br /&gt;
|60/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|14&lt;br /&gt;
|0/0/15/15&lt;br /&gt;
| -1/NC/+2/+4&lt;br /&gt;
|Hardened, Robotic.&amp;lt;br&amp;gt;Sectoids can Mind Merge, giving it a 6 HP shield that reduces all incoming damage by 50%.&amp;lt;br&amp;gt;+15 Critical Hit Chance on Classic and Impossible.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seeker (EU2012)|Seeker]] ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|4/5/5/6&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|10/10/20/20&lt;br /&gt;
|0&lt;br /&gt;
|12/14/14/14&lt;br /&gt;
|0/0/10/10&lt;br /&gt;
|NC&lt;br /&gt;
|Hardened, Robotic.&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |* Values separated by slashes indicate the changes on difficulty levels (Easy/Normal/Classic/Impossible)&amp;lt;br&amp;gt;* Damage refers to outgoing damage (upon its target). NC = No Change&amp;lt;br&amp;gt;* Melee attacks always hit.&amp;lt;br&amp;gt;* Hardened reduces critical chance by 60% against the target. (100% if Absolutely Critical is active).&amp;lt;br&amp;gt;* Robotic units are immune to Poison, Stun and most Psionic attacks.&amp;lt;br&amp;gt;* Flying units have an additional +20 Defense.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=122232</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=122232"/>
		<updated>2025-05-11T20:27:08Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Peeking cover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Cover (EU2012)|cover]] concept, most obstacles provide visual full/half/no cover and usually match with the defence counterpart. The entire cube/side acts as a blocker for vision, excluding the edges/corners if they coincide on the line of sight. Model shape does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles don&#039;t seem to provide matching visual cover. Not sure if it&#039;s a bug or a feature. The outer edge of (wooden) ramps and the back of service trucks and some pickup trucks provide either half or no visual cover. Whether logical or not, there are other less obvious cover obstacles with differing defence/visual cover (edge wall of supply ships have low cover but act as full visual cover, one high cover crate near the edge of [[Demolition EWI (EU2012)|Demolition EWI]] has half/no visual cover, there may be a visual cover issue with one of the curbs in [[SmallCemetery (EU2012)|Small Cemetery]], to name some instances).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Transparent&amp;quot; cover can exist, but usually only discovered through explosions. Unit exploded vehicles (not the pre-configured ones in EW maps) that still provide cover may end up useless as vision blockers. An exploded wall with hanging objects intact (paintings/pictures, ladders) may still provide full cover while being visually transparent.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are some exceptions that seem intended, such has the diagonal walls of UFOs, lampposts, flag poles, etc, which provide no defence cover alone and could have specific visual cover geometry.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A unit will peek for visibility onto an adjacent tile only if it contains low or no cover, but not high cover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=122231</id>
		<title>Cover (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=122231"/>
		<updated>2025-05-11T20:26:58Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Visibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cover.png|thumb|135px|right|[http://www.ufopaedia.org/images/b/b3/Cover.png Click here to enlarge].]]&lt;br /&gt;
[[File:flanking exception.png|thumb|135px|right|A notable exception to the cover/flanking rules, which could possibly render the last example of the prior infographic incorrect: If a unit does not have a direct shot and is inline with the enemy that has only side cover as shown, despite the cover line dividing the attacking position from the target position, the game considers it a flank.]]&lt;br /&gt;
&lt;br /&gt;
In combat, units can take cover behind objects in the environment to lower their chance of being hit by enemy fire. This [[Gameplay Mechanics (EU2012)|mechanic]] functions automatically as units moves throughout the environment. Whilst in cover the unit gains a [[Chance to Hit (EU2012)|defence bonus]] against attackers unless the attacker is [[#Flanking|flanking]] the unit. Cover is divided into two categories: Low Cover and High Cover.&lt;br /&gt;
&lt;br /&gt;
Hovering the cursor over tiles within the map will reveal whether they offer any state of cover from any given direction. If the cover icons appear as red instead of the usual blue, then the unit will be moving into Flanked Cover, and won&#039;t gain any bonus against some or all enemies firing on it.&lt;br /&gt;
&lt;br /&gt;
== Types Of Cover ==&lt;br /&gt;
&lt;br /&gt;
=== Uncovered === &lt;br /&gt;
&lt;br /&gt;
Any grounded unit without adjacent cover will show no cover shield on the tactical HUD at all. This grants a &#039;&#039;&#039;+50%&#039;&#039;&#039; [[Critical_Hits_(EU2012)|critical chance]] bonus for the enemy firing at the target (&#039;&#039;&#039;100%&#039;&#039;&#039; with [[Second Wave (EU2012)|Second Wave&#039;s]] &amp;quot;Absolutely Critical&amp;quot; option).&lt;br /&gt;
&lt;br /&gt;
=== Low / Half Cover (and Flying) ===&lt;br /&gt;
&lt;br /&gt;
Represented by a half shield symbol on the tactical HUD. This conveys a &#039;&#039;&#039;-20%&#039;&#039;&#039; [[Chance to Hit (EU2012)|hit chance]] penalty for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
=== High / Full Cover ===&lt;br /&gt;
&lt;br /&gt;
Represented by a full shield symbol on the tactical HUD. This conveys a &#039;&#039;&#039;-40%&#039;&#039;&#039; [[Chance to Hit (EU2012)|hit chance]] penalty for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
=== Flanked Cover ===&lt;br /&gt;
&lt;br /&gt;
When there is at least one attacker [[#Flanking|flanking]] a target, the target&#039;s cover icon will change from its usual colour (light blue for friendlies, red for enemies) to yellow. When firing from a flanking position, there will be no cover defence bonus applied.&lt;br /&gt;
&lt;br /&gt;
Note: Red cover indicator logic might inaccurately include the cover&#039;s peeking tiles in its calculation even though a unit can not peek behind the cover line, nor would it make sense to count it as flanked cover if it did.&lt;br /&gt;
&lt;br /&gt;
=== Dual Cover ===&lt;br /&gt;
&lt;br /&gt;
If a unit is adjacent to two pieces of ground cover to where it is ambiguous for the attacker which one would count (for instance, low cover in the north and high cover on the west, with the attacker at the north west quadrant), only the cover closest to the attacker applies for their shot, or whichever side of the 45 degree line that the attacker lies on. This can lead to seemingly odd situations where destroying low cover next to your target allows it to take on a high cover bonus instead.&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
&lt;br /&gt;
When in cover all peeking tiles count towards the unit&#039;s visibility, as if they are simultaneously on all two or three of their initial/peeking tiles, ONLY IF the cover counts towards the target/source of fire. The following images are from Enemy Within and are a complicated demonstration of how cover works, with a possible XCOM bug/exception to boot because it wouldn&#039;t be XCOM without an edge case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=270px perrow=2&amp;gt;&lt;br /&gt;
File:Cover explanation left side.jpg|&#039;&#039;Left soldier blocked from peeking and out of range&#039;&#039;&lt;br /&gt;
File:Cover explanation right side.jpg|&#039;&#039;Right soldier has LoS albiet incorrectly considered a flank&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the right image, magenta highlights the peeking tiles of both the Sectoid and right soldier and black highlights where those units actually lie. With vision being a 17 tile radius and the Sectoid being 18 tiles away, there would be no [[Line of Sight (EU2012)|line of sight]] (LoS) on the Sectoid directly. However, with the soldier being on the right side of the Sectoid&#039;s low cover line, he has LoS of the Sectoid&#039;s peeking tile since it&#039;s within 17 tiles and therefore has a shot.&lt;br /&gt;
&lt;br /&gt;
The left image shows that the left soldier is on the left side of the cover line, therefore the Sectoid&#039;s peeking tile is not activated, making the Sectoid effectively 18 tiles away. Since this is EW, he can not utilize the right tile to peek and activate the Sectoid&#039;s cover, since the right soldier is occupying it.&lt;br /&gt;
&lt;br /&gt;
The bug here has to do with the Sectoid shot of the right soldier counting as a flank. The soldier gains LoS from where he is standing, but neither this nor the right tile is a flanking shot. It is possible that the LoS rules and the flanking rules are calculated separately. If so, the game is including the left tile in the flanking determination erroneously. &#039;&#039;&#039;OR&#039;&#039;&#039;, ignoring that a flank would not include the peeking tile, this is actually a demonstration of the &#039;&#039;shallow angle flank&#039;&#039;, with the soldier being at max vision with only one tile offset from flanking. In either case, it is likely still a bug in the sense that the peeking tile should not count for flanks.&lt;br /&gt;
&lt;br /&gt;
If this had been Enemy Unknown, it is likely the left soldier would gain LoS because in EU there is no limitation on other units occupying a peeking tile. Therefore, the left soldier peeks on the right where the other soldier already is, activating the Sectoid cover and getting a shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A unit will peek for visibility onto an adjacent tile only if it contains low or no cover, but not high cover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Flanking==&lt;br /&gt;
Cover only grants a defence bonus if a unit is standing &#039;&#039;directly&#039;&#039; next to it and the edge line/plane divides the unit from another (with exceptions, see second infographic). Stepping away will immediately loses this cover bonus even though technically cover is still &#039;&#039;between&#039;&#039; the two of them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not possible to bypass cover by firing over it. For example, if an enemy is taking cover at the bottom of a steep cliff edge, putting a unit on the top of that cliff won&#039;t grant a flank (even though there&#039;s clearly nothing between your gun and the target) - the alien will still be treated as being in high cover. Fortunately the [[Chance to Hit (EU2012)#Weapon Range|range bonus]] will typically make up for it. It is possible, however, to flank from a &#039;&#039;shallow angle&#039;&#039; (possibly demonstrated in the example above) at side cover, though it is rare considering it usually requires only one tile offset left or right at near max vision range or more, though the exact explanation is not known.&lt;br /&gt;
&lt;br /&gt;
An additional quirk of the system relates to [[SHIV_(EU2012)#Alloy_S.H.I.V.|Alloy S.H.I.V.s]], which provide low cover to adjacent units. When it involves enemies, the low cover the S.H.I.V. creates inevitably creates an edge line/plane dividing the two. Intuition would suggest this situation should be treated as a point blank uncovered or flanking shot considering the adversarial relationship, but sadly that is not the case!&lt;br /&gt;
&lt;br /&gt;
Be aware that the game can sometimes fail, granting a cover bonus when the target is clearly flanked (e.g. you&#039;ve just had your Assault unit move directly adjacent to your target). Saving the game and reloading it prior to taking the shot may rectify this in some cases.&lt;br /&gt;
&lt;br /&gt;
== Destroying Cover ==&lt;br /&gt;
&lt;br /&gt;
=== Missed Shots ===&lt;br /&gt;
&lt;br /&gt;
Any missed shot has some chance to damage/destroy cover. Ballistic pistols/assault/sniper rifles are basically useless (and according to game values do 10/20/30 environmental damage respectively), while Shotguns(40) and SMGs(60) can occasionally destroy rocks/logs and small flimsy suburban objects like building walls, benches, etc.&lt;br /&gt;
&lt;br /&gt;
All Laser and Plasma weapons (both 125) can begin to destroy most objects and ignite vehicles but not detonate them. Watch out for friendly fire vehicle ignition! Grenades (250) are similar except they can also detonate vehicles.&lt;br /&gt;
&lt;br /&gt;
The S.H.I.V Minigun (80), Laser and Plasma upgrades (both 125) also deal damage.&lt;br /&gt;
&lt;br /&gt;
The chance of a missed shot to damage an object seems to be based on whether the shot lands on the actual 3d model itself. This is why certain small objects like the fire hydrant are notorious for being &amp;quot;indestructible&amp;quot;, they just have a lower chance of being hit.&lt;br /&gt;
&lt;br /&gt;
=== Large objects ===&lt;br /&gt;
&lt;br /&gt;
Large objects such as tall trees, statues, mausoleums require two hits to be completely destroyed. Unlike tall trees, the others often degrade from high cover to lower cover after the first hit, destroyed on the second. At precise points, tall trees can be destroyed with one hit using a Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
&lt;br /&gt;
Most objects are immediately destroyed by Rockets (500), and all vehicles will detonate. Some large objects may still require a second hit to destroy.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
Advanced weapons destroying cover and explosives have the chance to light the environment on fire. Fire will spread and any objects caught on fire will slowly disintegrate, even detonating vehicles/gas pumps without warning.&lt;br /&gt;
&lt;br /&gt;
=== Indestructible ===&lt;br /&gt;
&lt;br /&gt;
The green alien objects are indestructible. Vehicles require two hits to detonate and can also degrade from high cover to lower cover, but don&#039;t get destroyed after detonating. Platforms, stairs, ramps and certain pillars can not be destroyed. As well as large liquid tanks can not.&lt;br /&gt;
&lt;br /&gt;
==Units That Ignore Ground Cover==&lt;br /&gt;
&lt;br /&gt;
Some units lack the ability to use cover at all.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Berserker (EU2012)|Berserkers]]&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]]&lt;br /&gt;
|&lt;br /&gt;
* [[Chryssalid (EU2012)|Chryssalids]]&lt;br /&gt;
* [[Cyberdisc (EU2012)|Cyberdiscs]]&lt;br /&gt;
|&lt;br /&gt;
* [[Drone (EU2012)|Drones]]&lt;br /&gt;
* [[Ethereal (EU2012)|Ethereals]]&lt;br /&gt;
|&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]]&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]]&lt;br /&gt;
|&lt;br /&gt;
* [[Zombie (EU2012)|Zombies]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the exceptions of the [[Civilian (EU2012)|Civilian]] and [[Zombie (EU2012)|Zombie]], all of the above have the Hardened property, which grants them a passive 60% defence against [[Critical Hits (EU2012)|critical hits]] (100% with [[Second Wave (EU2012)|Second Wave&#039;s]] &amp;quot;Absolutely Critical&amp;quot; option). [[Cyberdisc (EU2012)|Cyberdiscs]] only have this bonus when in disc form.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, with the same exceptions, they - and even some others - also have [[Alien_Life_Forms_(EU2012)#Alien_Stats_Table|innate defence scores]], lowering their [[Chance to Hit (EU2012)|chance to be hit]] regardless of their inability to use of cover. In some cases, such as for the agile [[Chryssalid (EU2012)|Chryssalid]], this may be expected; for others, such as the bulky [[Sectopod (EU2012)|Sectopod]], not so much.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121932</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121932"/>
		<updated>2025-05-07T15:27:32Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Obstacles */ more visual cover anomaly examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Cover (EU2012)|cover]] concept, most obstacles provide visual full/half/no cover and usually match with the defence counterpart. The entire cube/side acts as a blocker for vision, excluding the edges/corners if they coincide on the line of sight. Model shape does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles don&#039;t seem to provide matching visual cover. Not sure if it&#039;s a bug or a feature. The outer edge of (wooden) ramps and the back of service trucks and some pickup trucks provide either half or no visual cover. Whether logical or not, there are other less obvious cover obstacles with differing defence/visual cover (edge wall of supply ships have low cover but act as full visual cover, one high cover crate near the edge of [[Demolition EWI (EU2012)|Demolition EWI]] has half/no visual cover, there may be a visual cover issue with one of the curbs in [[SmallCemetery (EU2012)|Small Cemetery]], to name some instances).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Transparent&amp;quot; cover can exist, but usually only discovered through explosions. Unit exploded vehicles (not the pre-configured ones in EW maps) that still provide cover may end up useless as vision blockers. An exploded wall with hanging objects intact (paintings/pictures, ladders) may still provide full cover while being visually transparent.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are some exceptions that seem intended, such has the diagonal walls of UFOs, lampposts, flag poles, etc, which provide no defence cover alone and could have specific visual cover geometry.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121931</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121931"/>
		<updated>2025-05-07T15:19:06Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Two shot hypothesis */ include regular sectoid numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. Further onto Mutons, Beam Weapons again require at least two shots ignoring Crits but is the same in Classic. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike. (Not to mention that in Classic, soldier HP is often outside of non Crit damage range, making Impossible the only difficulty where XCOM is actually behind)&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included in grey are Sectoid and Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of shots&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | C&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |S&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | C&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |S&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | C&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |S&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | C&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |S&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 56.33%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 55%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 67.5%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 31.5%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 22%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 31.17%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 17.5%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 14%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 19.83%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 30.33%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; colspan=&amp;quot;2&amp;quot; | 17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 81.68%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 83.75%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 90%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 54.9%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 50.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 58.3%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 32.5%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 30.45%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 38.03%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 53.77%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; colspan=&amp;quot;2&amp;quot; | 42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 92.53%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 94.89%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 97.03%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 71.11%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 70.84%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 76.41%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 45.16%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 45.92%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 53.31%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 70.30%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; colspan=&amp;quot;2&amp;quot; | 65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 97.01%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 98.36%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 99.14%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 81.87%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 83.87%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 87.21%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 55.70%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 59.08%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; | 65.49%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 81.36%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; colspan=&amp;quot;2&amp;quot; | 79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at high/low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an Overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Sectoid is already a coin flip. Their numbers (S: 75 Aim, M: +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily &amp;quot;free&amp;quot;/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between competing approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== Enemy Within ==&lt;br /&gt;
&lt;br /&gt;
=== HQ ===&lt;br /&gt;
&lt;br /&gt;
Due to the increased research times, it may not be such a good idea to go for Experimental Warfare research in March just for Phoenix Cannons. Without any additional Scientist rewards from Council missions or requests, Beam Weapons would come too late for May.&lt;br /&gt;
&lt;br /&gt;
The reduced Uplink cost in EW, while clearly intended to offset Meld buildings, also means there is a lower barrier to building Alien Containment in March compared to EU.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121912</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121912"/>
		<updated>2025-05-04T23:53:51Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Cover (EU2012)|cover]] concept, most obstacles provide visual full/half/no cover and usually match with the defence counterpart. The entire cube/side acts as a blocker for vision, excluding the edges/corners if they coincide on the line of sight. Model shape does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and the service truck with a crane seem to be see-through. It is unclear whether these objects only provides one voxel of visual cover (like half cover) or none at all. While there may be logical explanations for these, there also exist objects with seemingly the incorrect visual cover as well (low cover object with full visual cover or high cover crate with half/no visual cover).&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are some exceptions that seem intended, such has the diagonal walls of UFOs, lampposts, flag poles, etc, which provide no defence cover and may have particular visual cover geometry.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121911</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121911"/>
		<updated>2025-05-04T23:31:42Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|360px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|360px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
&lt;br /&gt;
The AI will choose paths/positions that avoid the reaction shot if given the option. Useful to cap/penalize AI yellow moves.&lt;br /&gt;
&lt;br /&gt;
==== Squadsight ====&lt;br /&gt;
&lt;br /&gt;
Similar to Overwatch, the AI will tend to favor positions that avoid LoS of Squadsight outright.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within AI has a few changes in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and avoids using certain abilities, EW has included suboptimal action choice for all difficulties. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard Overwatch and Suppression are used if the AI doesn&#039;t like their hit chance. In exchange, EW AI moves forward much more readily, appearing to push their numbers advantage aggressively in fog compared to EU.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead Firing. This is suboptimal and effectively means less potential damage. Lest you forget, missed shots have a chance to destroy cover, enabling subsequent aliens to shoot at an uncovered target. On the other hand, Overwatch and Suppression can now further suffocate the player in unfavorable situations and is something more to think about.&lt;br /&gt;
* There is the chance that the AI will run the player&#039;s Overwatch while already having LoS, whereas they will opt to fire in EU instead. In EU, the AI will usually only run Overwatches near the edge of vision &#039;accidentally&#039;, or to attack a vulnerable target.&lt;br /&gt;
* The issue of only one alien, in fog, moving forward to make contact appears to have been fixed. The AI now moves like a swarm in fog and more likely avoids certain stalemate scenarios, pressuring the player to make the offensive choice more.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121905</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121905"/>
		<updated>2025-05-04T21:49:05Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Cover (EU2012)|cover]] concept, most obstacles provide visual full/half/no cover and usually match with the defence counterpart. The entire cube/side acts as a blocker for vision, excluding the edges/corners if they coincide on the line of sight. Model shape does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and the service truck with a crane seem to be see-through. It is unclear whether these objects only provides one voxel of visual cover (like half cover) or none at all. While there may be logical explanations for these, there also exist objects with the incorrect visual cover as well (half cover with full visual cover, full cover with half/no cover).&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are some exceptions that seem intended, such has the diagonal walls of UFOs, lampposts, flag poles, etc, which provide no defence cover and may have particular visual cover geometry.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121904</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121904"/>
		<updated>2025-05-04T21:00:11Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Cover (EU2012)|cover]] concept, most obstacles provide visual full/half/no cover and usually match with the defence counterpart. The entire cube/side acts as a blocker for vision, excluding the edges/corners if they coincide on the line of sight. Model shape does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and the service truck with a crane seem to be see-through. It is unclear whether these objects only provides one voxel of visual cover (like half cover) or none at all. While there may be logical explanations for these, there also exist objects with the incorrect visual cover as well (half cover with full visual cover, full cover with half/no cover).&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fast_Food_EWI_(EU2012)&amp;diff=121903</id>
		<title>Fast Food EWI (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fast_Food_EWI_(EU2012)&amp;diff=121903"/>
		<updated>2025-05-04T20:33:26Z</updated>

		<summary type="html">&lt;p&gt;Parogen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Data Box (EU2012)&lt;br /&gt;
|missions=[[Alien Abductions (EU2012)|Abductions]]&lt;br /&gt;
|length= ? tiles&lt;br /&gt;
|width= ? tiles&lt;br /&gt;
|area= ? tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* This is called &amp;quot;Fast Food&amp;quot; because the building interior mirrors the EU map it substitutes, even though has been retrofitted to be a bank.&lt;br /&gt;
* Similar to the kitchen in the EU version, the bank vault is the most secluded interior on the map. This time however, it&#039;s not as simple to get to nor use since the doors to the exterior have been removed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=5&amp;gt;&lt;br /&gt;
File:Fast Food EWI (EU2012).png| &#039;&#039;Loading screen&#039;&#039;&lt;br /&gt;
File:Fast Food EWI 3 (EU2012).png| &#039;&#039;Starting Locations&#039;&#039;&lt;br /&gt;
File:Fast Food EWI 1 (EU2012).png| &#039;&#039;NW View&#039;&#039;&lt;br /&gt;
File:Fast Food EWI 2 (EU2012).png| &#039;&#039;SE View&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121902</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121902"/>
		<updated>2025-05-04T20:10:53Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* On player actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|360px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|360px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
&lt;br /&gt;
The AI will choose paths/positions that avoid the reaction shot if given the option. Useful to cap/penalize AI yellow moves.&lt;br /&gt;
&lt;br /&gt;
==== Squadsight ====&lt;br /&gt;
&lt;br /&gt;
Similar to Overwatch, the AI will tend to favor positions that avoid LoS of Squadsight outright.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within AI has a few changes in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and avoids using certain abilities, EW has included suboptimal action choice for all difficulties. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard and Suppression are used if the AI doesn&#039;t like their hit chance. In exchange, EW AI moves forward much more readily, appearing to push their numbers advantage aggressively in fog compared to EU.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead Firing. This is suboptimal and effectively means less potential damage. Lest you forget, missed shots have a chance to destroy cover, enabling subsequent aliens to shoot at an uncovered target. On the other hand, Overwatch and Suppression can now further suffocate the player in unfavorable situations and is something more to think about.&lt;br /&gt;
* There is the chance that the AI will run the player&#039;s Overwatch while already having LoS, whereas they will opt to fire in EU instead. In EU, the AI will usually only run Overwatches near the edge of vision &#039;accidentally&#039;, or to attack a vulnerable target.&lt;br /&gt;
* The issue of only one alien, in fog, moving forward to make contact appears to have been fixed. The AI now moves like a swarm in fog and more likely avoids certain stalemate scenarios, pressuring the player to make the offensive choice more.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121901</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121901"/>
		<updated>2025-05-04T19:08:23Z</updated>

		<summary type="html">&lt;p&gt;Parogen: enemy within hq&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike.&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included in grey are Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of 65 Aim shots!!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1||56.33%||47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |67.5%||31.5%||18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |31.17%||17.5%||10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |19.83%||30.33%||15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2||81.68%||75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |90%||54.9%||40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |58.3%||32.5%||21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |38.03%||53.77%||37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3||92.53%||89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |97.03%||71.11%||58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |76.41%||45.16%||32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |53.31%||70.30%||56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4||97.01%||95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |99.14%||81.87%||72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |87.21%||55.70%||43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.49%||81.36%||71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other active aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Mind Merged Sectoid is already a coin flip. Their numbers (M: 75 Aim, +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of the game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily &amp;quot;free&amp;quot;/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between competing approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== Enemy Within ==&lt;br /&gt;
&lt;br /&gt;
=== HQ ===&lt;br /&gt;
&lt;br /&gt;
Due to the increased research times, it may not be such a good idea to go for Experimental Warfare research in March just for Phoenix Cannons. Without any additional Scientist rewards from Council missions or requests, Beam Weapons would come too late for May.&lt;br /&gt;
&lt;br /&gt;
The reduced Uplink cost in EW, while clearly intended to offset Meld buildings, also means there is a lower barrier to building Alien Containment in March compared to EU.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=121900</id>
		<title>Cover (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=121900"/>
		<updated>2025-05-04T09:14:51Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Flanked Cover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cover.png|thumb|135px|right|[http://www.ufopaedia.org/images/b/b3/Cover.png Click here to enlarge].]]&lt;br /&gt;
[[File:flanking exception.png|thumb|135px|right|A notable exception to the cover/flanking rules, which could possibly render the last example of the prior infographic incorrect: If a unit does not have a direct shot and is inline with the enemy that has only side cover as shown, despite the cover line dividing the attacking position from the target position, the game considers it a flank.]]&lt;br /&gt;
&lt;br /&gt;
In combat, units can take cover behind objects in the environment to lower their chance of being hit by enemy fire. This [[Gameplay Mechanics (EU2012)|mechanic]] functions automatically as units moves throughout the environment. Whilst in cover the unit gains a [[Chance to Hit (EU2012)|defence bonus]] against attackers unless the attacker is [[#Flanking|flanking]] the unit. Cover is divided into two categories: Low Cover and High Cover.&lt;br /&gt;
&lt;br /&gt;
Hovering the cursor over tiles within the map will reveal whether they offer any state of cover from any given direction. If the cover icons appear as red instead of the usual blue, then the unit will be moving into Flanked Cover, and won&#039;t gain any bonus against some or all enemies firing on it.&lt;br /&gt;
&lt;br /&gt;
== Types Of Cover ==&lt;br /&gt;
&lt;br /&gt;
=== Uncovered === &lt;br /&gt;
&lt;br /&gt;
Any grounded unit without adjacent cover will show no cover shield on the tactical HUD at all. This grants a &#039;&#039;&#039;+50%&#039;&#039;&#039; [[Critical_Hits_(EU2012)|critical chance]] bonus for the enemy firing at the target (&#039;&#039;&#039;100%&#039;&#039;&#039; with [[Second Wave (EU2012)|Second Wave&#039;s]] &amp;quot;Absolutely Critical&amp;quot; option).&lt;br /&gt;
&lt;br /&gt;
=== Low / Half Cover (and Flying) ===&lt;br /&gt;
&lt;br /&gt;
Represented by a half shield symbol on the tactical HUD. This conveys a &#039;&#039;&#039;-20%&#039;&#039;&#039; [[Chance to Hit (EU2012)|hit chance]] penalty for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
=== High / Full Cover ===&lt;br /&gt;
&lt;br /&gt;
Represented by a full shield symbol on the tactical HUD. This conveys a &#039;&#039;&#039;-40%&#039;&#039;&#039; [[Chance to Hit (EU2012)|hit chance]] penalty for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
=== Flanked Cover ===&lt;br /&gt;
&lt;br /&gt;
When there is at least one attacker [[#Flanking|flanking]] a target, the target&#039;s cover icon will change from its usual colour (light blue for friendlies, red for enemies) to yellow. When firing from a flanking position, there will be no cover defence bonus applied.&lt;br /&gt;
&lt;br /&gt;
Note: Red cover indicator logic might inaccurately include the cover&#039;s peeking tiles in its calculation even though a unit can not peek behind the cover line, nor would it make sense to count it as flanked cover if it did.&lt;br /&gt;
&lt;br /&gt;
=== Dual Cover ===&lt;br /&gt;
&lt;br /&gt;
If a unit is adjacent to two pieces of ground cover to where it is ambiguous for the attacker which one would count (for instance, low cover in the north and high cover on the west, with the attacker at the north west quadrant), only the cover closest to the attacker applies for their shot, or whichever side of the 45 degree line that the attacker lies on. This can lead to seemingly odd situations where destroying low cover next to your target allows it to take on a high cover bonus instead.&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
&lt;br /&gt;
When in cover all peeking tiles count towards the unit&#039;s visibility, as if they are simultaneously on all two or three of their initial/peeking tiles, ONLY IF the cover counts towards the target/source of fire. The following images are from Enemy Within and are a complicated demonstration of how cover works, with a possible XCOM bug/exception to boot because it wouldn&#039;t be XCOM without an edge case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=270px perrow=2&amp;gt;&lt;br /&gt;
File:Cover explanation left side.jpg|&#039;&#039;Left soldier blocked from peeking and out of range&#039;&#039;&lt;br /&gt;
File:Cover explanation right side.jpg|&#039;&#039;Right soldier has LoS albiet incorrectly considered a flank&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the right image, magenta highlights the peeking tiles of both the Sectoid and right soldier and black highlights where those units actually lie. With vision being a 17 tile radius and the Sectoid being 18 tiles away, there would be no [[Line of Sight (EU2012)|line of sight]] (LoS) on the Sectoid directly. However, with the soldier being on the right side of the Sectoid&#039;s low cover line, he has LoS of the Sectoid&#039;s peeking tile since it&#039;s within 17 tiles and therefore has a shot.&lt;br /&gt;
&lt;br /&gt;
The left image shows that the left soldier is on the left side of the cover line, therefore the Sectoid&#039;s peeking tile is not activated, making the Sectoid effectively 18 tiles away. Since this is EW, he can not utilize the right tile to peek and activate the Sectoid&#039;s cover, since the right soldier is occupying it.&lt;br /&gt;
&lt;br /&gt;
The bug here has to do with the Sectoid shot of the right soldier counting as a flank. The soldier gains LoS from where he is standing, but neither this nor the right tile is a flanking shot. It is possible that the LoS rules and the flanking rules are calculated separately. If so, the game is including the left tile in the flanking determination erroneously. &#039;&#039;&#039;OR&#039;&#039;&#039;, ignoring that a flank would not include the peeking tile, this is actually a demonstration of the &#039;&#039;shallow angle flank&#039;&#039;, with the soldier being at max vision with only one tile offset from flanking. In either case, it is likely still a bug in the sense that the peeking tile should not count for flanks.&lt;br /&gt;
&lt;br /&gt;
If this had been Enemy Unknown, it is likely the left soldier would gain LoS because in EU there is no limitation on other units occupying a peeking tile. Therefore, the left soldier peeks on the right where the other soldier already is, activating the Sectoid cover and getting a shot.&lt;br /&gt;
&lt;br /&gt;
==Flanking==&lt;br /&gt;
Cover only grants a defence bonus if a unit is standing &#039;&#039;directly&#039;&#039; next to it and the edge line/plane divides the unit from another (with exceptions, see second infographic). Stepping away will immediately loses this cover bonus even though technically cover is still &#039;&#039;between&#039;&#039; the two of them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not possible to bypass cover by firing over it. For example, if an enemy is taking cover at the bottom of a steep cliff edge, putting a unit on the top of that cliff won&#039;t grant a flank (even though there&#039;s clearly nothing between your gun and the target) - the alien will still be treated as being in high cover. Fortunately the [[Chance to Hit (EU2012)#Weapon Range|range bonus]] will typically make up for it. It is possible, however, to flank from a &#039;&#039;shallow angle&#039;&#039; (possibly demonstrated in the example above) at side cover, though it is rare considering it usually requires only one tile offset left or right at near max vision range or more, though the exact explanation is not known.&lt;br /&gt;
&lt;br /&gt;
An additional quirk of the system relates to [[SHIV_(EU2012)#Alloy_S.H.I.V.|Alloy S.H.I.V.s]], which provide low cover to adjacent units. When it involves enemies, the low cover the S.H.I.V. creates inevitably creates an edge line/plane dividing the two. Intuition would suggest this situation should be treated as a point blank uncovered or flanking shot considering the adversarial relationship, but sadly that is not the case!&lt;br /&gt;
&lt;br /&gt;
Be aware that the game can sometimes fail, granting a cover bonus when the target is clearly flanked (e.g. you&#039;ve just had your Assault unit move directly adjacent to your target). Saving the game and reloading it prior to taking the shot may rectify this in some cases.&lt;br /&gt;
&lt;br /&gt;
== Destroying Cover ==&lt;br /&gt;
&lt;br /&gt;
=== Missed Shots ===&lt;br /&gt;
&lt;br /&gt;
Any missed shot has some chance to damage/destroy cover. Ballistic pistols/assault/sniper rifles are basically useless (and according to game values do 10/20/30 environmental damage respectively), while Shotguns(40) and SMGs(60) can occasionally destroy rocks/logs and small flimsy suburban objects like building walls, benches, etc.&lt;br /&gt;
&lt;br /&gt;
All Laser and Plasma weapons (both 125) can begin to destroy most objects and ignite vehicles but not detonate them. Watch out for friendly fire vehicle ignition! Grenades (250) are similar except they can also detonate vehicles.&lt;br /&gt;
&lt;br /&gt;
The S.H.I.V Minigun (80), Laser and Plasma upgrades (both 125) also deal damage.&lt;br /&gt;
&lt;br /&gt;
The chance of a missed shot to damage an object seems to be based on whether the shot lands on the actual 3d model itself. This is why certain small objects like the fire hydrant are notorious for being &amp;quot;indestructible&amp;quot;, they just have a lower chance of being hit.&lt;br /&gt;
&lt;br /&gt;
=== Large objects ===&lt;br /&gt;
&lt;br /&gt;
Large objects such as tall trees, statues, mausoleums require two hits to be completely destroyed. Unlike tall trees, the others often degrade from high cover to lower cover after the first hit, destroyed on the second. At precise points, tall trees can be destroyed with one hit using a Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
&lt;br /&gt;
Most objects are immediately destroyed by Rockets (500), and all vehicles will detonate. Some large objects may still require a second hit to destroy.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
Advanced weapons destroying cover and explosives have the chance to light the environment on fire. Fire will spread and any objects caught on fire will slowly disintegrate, even detonating vehicles/gas pumps without warning.&lt;br /&gt;
&lt;br /&gt;
=== Indestructible ===&lt;br /&gt;
&lt;br /&gt;
The green alien objects are indestructible. Vehicles require two hits to detonate and can also degrade from high cover to lower cover, but don&#039;t get destroyed after detonating. Platforms, stairs, ramps and certain pillars can not be destroyed. As well as large liquid tanks can not.&lt;br /&gt;
&lt;br /&gt;
==Units That Ignore Ground Cover==&lt;br /&gt;
&lt;br /&gt;
Some units lack the ability to use cover at all.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Berserker (EU2012)|Berserkers]]&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]]&lt;br /&gt;
|&lt;br /&gt;
* [[Chryssalid (EU2012)|Chryssalids]]&lt;br /&gt;
* [[Cyberdisc (EU2012)|Cyberdiscs]]&lt;br /&gt;
|&lt;br /&gt;
* [[Drone (EU2012)|Drones]]&lt;br /&gt;
* [[Ethereal (EU2012)|Ethereals]]&lt;br /&gt;
|&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]]&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]]&lt;br /&gt;
|&lt;br /&gt;
* [[Zombie (EU2012)|Zombies]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the exceptions of the [[Civilian (EU2012)|Civilian]] and [[Zombie (EU2012)|Zombie]], all of the above have the Hardened property, which grants them a passive 60% defence against [[Critical Hits (EU2012)|critical hits]] (100% with [[Second Wave (EU2012)|Second Wave&#039;s]] &amp;quot;Absolutely Critical&amp;quot; option). [[Cyberdisc (EU2012)|Cyberdiscs]] only have this bonus when in disc form.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, with the same exceptions, they - and even some others - also have [[Alien_Life_Forms_(EU2012)#Alien_Stats_Table|innate defence scores]], lowering their [[Chance to Hit (EU2012)|chance to be hit]] regardless of their inability to use of cover. In some cases, such as for the agile [[Chryssalid (EU2012)|Chryssalid]], this may be expected; for others, such as the bulky [[Sectopod (EU2012)|Sectopod]], not so much.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121899</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121899"/>
		<updated>2025-05-04T09:01:18Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Obstacles */ more on visual cover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Cover (EU2012)|cover]] concept, most obstacles provide visual full/half/no cover and usually match with the defence counterpart. The entire cube/side acts as a blocker for vision, excluding the edges/corners if they coincide on the line of sight. Object shape does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and the service truck with a crane seem to be see-through. It is unclear whether these objects only provides one voxel of visual cover (like half cover) or none at all. While there may be logical explanations for these, there also exist objects with the incorrect visual cover as well (half cover with full visual cover, full cover with half/no cover).&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=121898</id>
		<title>Cover (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=121898"/>
		<updated>2025-05-04T08:48:17Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Flanked Cover */ red cover indicator inaccuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cover.png|thumb|135px|right|[http://www.ufopaedia.org/images/b/b3/Cover.png Click here to enlarge].]]&lt;br /&gt;
[[File:flanking exception.png|thumb|135px|right|A notable exception to the cover/flanking rules, which could possibly render the last example of the prior infographic incorrect: If a unit does not have a direct shot and is inline with the enemy that has only side cover as shown, despite the cover line dividing the attacking position from the target position, the game considers it a flank.]]&lt;br /&gt;
&lt;br /&gt;
In combat, units can take cover behind objects in the environment to lower their chance of being hit by enemy fire. This [[Gameplay Mechanics (EU2012)|mechanic]] functions automatically as units moves throughout the environment. Whilst in cover the unit gains a [[Chance to Hit (EU2012)|defence bonus]] against attackers unless the attacker is [[#Flanking|flanking]] the unit. Cover is divided into two categories: Low Cover and High Cover.&lt;br /&gt;
&lt;br /&gt;
Hovering the cursor over tiles within the map will reveal whether they offer any state of cover from any given direction. If the cover icons appear as red instead of the usual blue, then the unit will be moving into Flanked Cover, and won&#039;t gain any bonus against some or all enemies firing on it.&lt;br /&gt;
&lt;br /&gt;
== Types Of Cover ==&lt;br /&gt;
&lt;br /&gt;
=== Uncovered === &lt;br /&gt;
&lt;br /&gt;
Any grounded unit without adjacent cover will show no cover shield on the tactical HUD at all. This grants a &#039;&#039;&#039;+50%&#039;&#039;&#039; [[Critical_Hits_(EU2012)|critical chance]] bonus for the enemy firing at the target (&#039;&#039;&#039;100%&#039;&#039;&#039; with [[Second Wave (EU2012)|Second Wave&#039;s]] &amp;quot;Absolutely Critical&amp;quot; option).&lt;br /&gt;
&lt;br /&gt;
=== Low / Half Cover (and Flying) ===&lt;br /&gt;
&lt;br /&gt;
Represented by a half shield symbol on the tactical HUD. This conveys a &#039;&#039;&#039;-20%&#039;&#039;&#039; [[Chance to Hit (EU2012)|hit chance]] penalty for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
=== High / Full Cover ===&lt;br /&gt;
&lt;br /&gt;
Represented by a full shield symbol on the tactical HUD. This conveys a &#039;&#039;&#039;-40%&#039;&#039;&#039; [[Chance to Hit (EU2012)|hit chance]] penalty for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
=== Flanked Cover ===&lt;br /&gt;
&lt;br /&gt;
When there is at least one attacker [[#Flanking|flanking]] a target, the target&#039;s cover icon will change from its usual colour (light blue for friendlies, red for enemies) to yellow. When firing from a flanking position, there will be no cover defence bonus applied.&lt;br /&gt;
&lt;br /&gt;
Note: Red cover indicator is slightly inaccurate. It can incorrectly includes the peeking tiles in its calculation even though cover does not apply backwards.&lt;br /&gt;
&lt;br /&gt;
=== Dual Cover ===&lt;br /&gt;
&lt;br /&gt;
If a unit is adjacent to two pieces of ground cover to where it is ambiguous for the attacker which one would count (for instance, low cover in the north and high cover on the west, with the attacker at the north west quadrant), only the cover closest to the attacker applies for their shot, or whichever side of the 45 degree line that the attacker lies on. This can lead to seemingly odd situations where destroying low cover next to your target allows it to take on a high cover bonus instead.&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
&lt;br /&gt;
When in cover all peeking tiles count towards the unit&#039;s visibility, as if they are simultaneously on all two or three of their initial/peeking tiles, ONLY IF the cover counts towards the target/source of fire. The following images are from Enemy Within and are a complicated demonstration of how cover works, with a possible XCOM bug/exception to boot because it wouldn&#039;t be XCOM without an edge case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=270px perrow=2&amp;gt;&lt;br /&gt;
File:Cover explanation left side.jpg|&#039;&#039;Left soldier blocked from peeking and out of range&#039;&#039;&lt;br /&gt;
File:Cover explanation right side.jpg|&#039;&#039;Right soldier has LoS albiet incorrectly considered a flank&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the right image, magenta highlights the peeking tiles of both the Sectoid and right soldier and black highlights where those units actually lie. With vision being a 17 tile radius and the Sectoid being 18 tiles away, there would be no [[Line of Sight (EU2012)|line of sight]] (LoS) on the Sectoid directly. However, with the soldier being on the right side of the Sectoid&#039;s low cover line, he has LoS of the Sectoid&#039;s peeking tile since it&#039;s within 17 tiles and therefore has a shot.&lt;br /&gt;
&lt;br /&gt;
The left image shows that the left soldier is on the left side of the cover line, therefore the Sectoid&#039;s peeking tile is not activated, making the Sectoid effectively 18 tiles away. Since this is EW, he can not utilize the right tile to peek and activate the Sectoid&#039;s cover, since the right soldier is occupying it.&lt;br /&gt;
&lt;br /&gt;
The bug here has to do with the Sectoid shot of the right soldier counting as a flank. The soldier gains LoS from where he is standing, but neither this nor the right tile is a flanking shot. It is possible that the LoS rules and the flanking rules are calculated separately. If so, the game is including the left tile in the flanking determination erroneously. &#039;&#039;&#039;OR&#039;&#039;&#039;, ignoring that a flank would not include the peeking tile, this is actually a demonstration of the &#039;&#039;shallow angle flank&#039;&#039;, with the soldier being at max vision with only one tile offset from flanking. In either case, it is likely still a bug in the sense that the peeking tile should not count for flanks.&lt;br /&gt;
&lt;br /&gt;
If this had been Enemy Unknown, it is likely the left soldier would gain LoS because in EU there is no limitation on other units occupying a peeking tile. Therefore, the left soldier peeks on the right where the other soldier already is, activating the Sectoid cover and getting a shot.&lt;br /&gt;
&lt;br /&gt;
==Flanking==&lt;br /&gt;
Cover only grants a defence bonus if a unit is standing &#039;&#039;directly&#039;&#039; next to it and the edge line/plane divides the unit from another (with exceptions, see second infographic). Stepping away will immediately loses this cover bonus even though technically cover is still &#039;&#039;between&#039;&#039; the two of them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not possible to bypass cover by firing over it. For example, if an enemy is taking cover at the bottom of a steep cliff edge, putting a unit on the top of that cliff won&#039;t grant a flank (even though there&#039;s clearly nothing between your gun and the target) - the alien will still be treated as being in high cover. Fortunately the [[Chance to Hit (EU2012)#Weapon Range|range bonus]] will typically make up for it. It is possible, however, to flank from a &#039;&#039;shallow angle&#039;&#039; (possibly demonstrated in the example above) at side cover, though it is rare considering it usually requires only one tile offset left or right at near max vision range or more, though the exact explanation is not known.&lt;br /&gt;
&lt;br /&gt;
An additional quirk of the system relates to [[SHIV_(EU2012)#Alloy_S.H.I.V.|Alloy S.H.I.V.s]], which provide low cover to adjacent units. When it involves enemies, the low cover the S.H.I.V. creates inevitably creates an edge line/plane dividing the two. Intuition would suggest this situation should be treated as a point blank uncovered or flanking shot considering the adversarial relationship, but sadly that is not the case!&lt;br /&gt;
&lt;br /&gt;
Be aware that the game can sometimes fail, granting a cover bonus when the target is clearly flanked (e.g. you&#039;ve just had your Assault unit move directly adjacent to your target). Saving the game and reloading it prior to taking the shot may rectify this in some cases.&lt;br /&gt;
&lt;br /&gt;
== Destroying Cover ==&lt;br /&gt;
&lt;br /&gt;
=== Missed Shots ===&lt;br /&gt;
&lt;br /&gt;
Any missed shot has some chance to damage/destroy cover. Ballistic pistols/assault/sniper rifles are basically useless (and according to game values do 10/20/30 environmental damage respectively), while Shotguns(40) and SMGs(60) can occasionally destroy rocks/logs and small flimsy suburban objects like building walls, benches, etc.&lt;br /&gt;
&lt;br /&gt;
All Laser and Plasma weapons (both 125) can begin to destroy most objects and ignite vehicles but not detonate them. Watch out for friendly fire vehicle ignition! Grenades (250) are similar except they can also detonate vehicles.&lt;br /&gt;
&lt;br /&gt;
The S.H.I.V Minigun (80), Laser and Plasma upgrades (both 125) also deal damage.&lt;br /&gt;
&lt;br /&gt;
The chance of a missed shot to damage an object seems to be based on whether the shot lands on the actual 3d model itself. This is why certain small objects like the fire hydrant are notorious for being &amp;quot;indestructible&amp;quot;, they just have a lower chance of being hit.&lt;br /&gt;
&lt;br /&gt;
=== Large objects ===&lt;br /&gt;
&lt;br /&gt;
Large objects such as tall trees, statues, mausoleums require two hits to be completely destroyed. Unlike tall trees, the others often degrade from high cover to lower cover after the first hit, destroyed on the second. At precise points, tall trees can be destroyed with one hit using a Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
&lt;br /&gt;
Most objects are immediately destroyed by Rockets (500), and all vehicles will detonate. Some large objects may still require a second hit to destroy.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
Advanced weapons destroying cover and explosives have the chance to light the environment on fire. Fire will spread and any objects caught on fire will slowly disintegrate, even detonating vehicles/gas pumps without warning.&lt;br /&gt;
&lt;br /&gt;
=== Indestructible ===&lt;br /&gt;
&lt;br /&gt;
The green alien objects are indestructible. Vehicles require two hits to detonate and can also degrade from high cover to lower cover, but don&#039;t get destroyed after detonating. Platforms, stairs, ramps and certain pillars can not be destroyed. As well as large liquid tanks can not.&lt;br /&gt;
&lt;br /&gt;
==Units That Ignore Ground Cover==&lt;br /&gt;
&lt;br /&gt;
Some units lack the ability to use cover at all.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Berserker (EU2012)|Berserkers]]&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]]&lt;br /&gt;
|&lt;br /&gt;
* [[Chryssalid (EU2012)|Chryssalids]]&lt;br /&gt;
* [[Cyberdisc (EU2012)|Cyberdiscs]]&lt;br /&gt;
|&lt;br /&gt;
* [[Drone (EU2012)|Drones]]&lt;br /&gt;
* [[Ethereal (EU2012)|Ethereals]]&lt;br /&gt;
|&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]]&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]]&lt;br /&gt;
|&lt;br /&gt;
* [[Zombie (EU2012)|Zombies]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the exceptions of the [[Civilian (EU2012)|Civilian]] and [[Zombie (EU2012)|Zombie]], all of the above have the Hardened property, which grants them a passive 60% defence against [[Critical Hits (EU2012)|critical hits]] (100% with [[Second Wave (EU2012)|Second Wave&#039;s]] &amp;quot;Absolutely Critical&amp;quot; option). [[Cyberdisc (EU2012)|Cyberdiscs]] only have this bonus when in disc form.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, with the same exceptions, they - and even some others - also have [[Alien_Life_Forms_(EU2012)#Alien_Stats_Table|innate defence scores]], lowering their [[Chance to Hit (EU2012)|chance to be hit]] regardless of their inability to use of cover. In some cases, such as for the agile [[Chryssalid (EU2012)|Chryssalid]], this may be expected; for others, such as the bulky [[Sectopod (EU2012)|Sectopod]], not so much.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121897</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121897"/>
		<updated>2025-05-04T07:22:26Z</updated>

		<summary type="html">&lt;p&gt;Parogen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|360px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|360px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|360px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within AI has a few changes in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and avoids using certain abilities, EW has included suboptimal action choice for all difficulties. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard and Suppression are used if the AI doesn&#039;t like their hit chance. In exchange, EW AI moves forward much more readily, appearing to push their numbers advantage aggressively in fog compared to EU.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead Firing. This is suboptimal and effectively means less potential damage. Lest you forget, missed shots have a chance to destroy cover, enabling subsequent aliens to shoot at an uncovered target. On the other hand, Overwatch and Suppression can now further suffocate the player in unfavorable situations and is something more to think about.&lt;br /&gt;
* There is the chance that the AI will run the player&#039;s Overwatch while already having LoS, whereas they will opt to fire in EU instead. In EU, the AI will usually only run Overwatches near the edge of vision &#039;accidentally&#039;, or to attack a vulnerable target.&lt;br /&gt;
* The issue of only one alien, in fog, moving forward to make contact appears to have been fixed. The AI now moves like a swarm in fog and more likely avoids certain stalemate scenarios, pressuring the player to make the offensive choice more.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121896</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121896"/>
		<updated>2025-05-04T06:48:34Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within AI has a few changes in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and avoids using certain abilities, EW has included suboptimal action choice for all difficulties. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard and Suppression are used if the AI doesn&#039;t like their hit chance. In exchange, EW AI moves forward much more readily, appearing to push their numbers advantage aggressively in fog compared to EU.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead Firing. This is suboptimal and effectively means less potential damage. Lest you forget, missed shots have a chance to destroy cover, enabling subsequent aliens to shoot at an uncovered target. On the other hand, Overwatch and Suppression can now further suffocate the player in unfavorable situations and is something more to think about.&lt;br /&gt;
* There is the chance that the AI will run the player&#039;s Overwatch while already having LoS, whereas they will opt to fire in EU instead. In EU, the AI will usually only run Overwatches near the edge of vision &#039;accidentally&#039;, or to attack a vulnerable target.&lt;br /&gt;
* The issue of only one alien, in fog, moving forward to make contact appears to have been fixed. The AI now moves like a swarm in fog and more likely avoids certain stalemate scenarios, pressuring the player to make the offensive choice more.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Close_order_formation_(EU2012).jpg&amp;diff=121895</id>
		<title>File:Close order formation (EU2012).jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Close_order_formation_(EU2012).jpg&amp;diff=121895"/>
		<updated>2025-05-04T06:06:58Z</updated>

		<summary type="html">&lt;p&gt;Parogen: Sound coming from the marked location.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sound coming from the marked location.&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Open_order_formation_(EU2012).jpg&amp;diff=121894</id>
		<title>File:Open order formation (EU2012).jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Open_order_formation_(EU2012).jpg&amp;diff=121894"/>
		<updated>2025-05-04T06:05:45Z</updated>

		<summary type="html">&lt;p&gt;Parogen: By maintaining a wide vision area around the structure, the squad can utilize the enclave depending on which direction the enemy pod may be coming from as well as creating maximum distance from the structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
By maintaining a wide vision area around the structure, the squad can utilize the enclave depending on which direction the enemy pod may be coming from as well as creating maximum distance from the structure.&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Connected_cover_(EU2012).jpg&amp;diff=121893</id>
		<title>File:Connected cover (EU2012).jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Connected_cover_(EU2012).jpg&amp;diff=121893"/>
		<updated>2025-05-03T19:19:09Z</updated>

		<summary type="html">&lt;p&gt;Parogen: Parogen uploaded a new version of File:Connected cover (EU2012).jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121887</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121887"/>
		<updated>2025-05-01T08:24:18Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Hunker Down */ not helpful as a definitive statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within &#039;unshackled&#039; AI is &#039;shackled&#039; in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and movement, EW has included suboptimal action choice for all difficulties, as it concerns their goal of dealing the most damage and killing soldiers. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard and Suppression are used if the AI doesn&#039;t like their hit chance, or to blow cover.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead firing. This is suboptimal and it effectively means the AI deals less damage over time compared to EU, giving the player more opportunities to respond. Lest you forget, alien shots missing have a good chance to destroy cover, making Fire one of their most effective actions. If they hit, that&#039;s bad, if they miss and destroy cover, that&#039;s bad.&lt;br /&gt;
* Included still in EW Classic/Impossible is the chance that the AI will run the player&#039;s basic Overwatches, whereas they will almost never in EU except for a misstep at the fringes of vision, or to target an uncovered/flanked target.&lt;br /&gt;
&lt;br /&gt;
With that said, the strategy of avoiding shots until an opportune time isn&#039;t exactly affected by this change.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121885</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121885"/>
		<updated>2025-05-01T02:16:30Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* On player actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real. For this reason, it&#039;s sometimes more useful to Hunker down than Overwatch, even behind fully connected cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of close range bonus or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within &#039;unshackled&#039; AI is &#039;shackled&#039; in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and movement, EW has included suboptimal action choice for all difficulties, as it concerns their goal of dealing the most damage and killing soldiers. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard and Suppression are used if the AI doesn&#039;t like their hit chance, or to blow cover.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead firing. This is suboptimal and it effectively means the AI deals less damage over time compared to EU, giving the player more opportunities to respond. Lest you forget, alien shots missing have a good chance to destroy cover, making Fire one of their most effective actions. If they hit, that&#039;s bad, if they miss and destroy cover, that&#039;s bad.&lt;br /&gt;
* Included still in EW Classic/Impossible is the chance that the AI will run the player&#039;s basic Overwatches, whereas they will almost never in EU except for a misstep at the fringes of vision, or to target an uncovered/flanked target.&lt;br /&gt;
&lt;br /&gt;
With that said, the strategy of avoiding shots until an opportune time isn&#039;t exactly affected by this change.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121884</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121884"/>
		<updated>2025-05-01T01:57:41Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Combat */ more info to overwatch trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Circumstantially, there (rarely) might exist spots to Overwatch a sliver of vision without seeing any cover/peeking tile the enemy has blue move access to to return fire. Those are great penalty free reaction shots if the enemy crosses the visible region. Unfortunately, these can usually only be encountered after the environment has been destroyed a bit.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
* [Overwatch tactic; Weak] Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty.&lt;br /&gt;
* [Exploit] If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit).&amp;lt;br&amp;gt;This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&amp;lt;br&amp;gt;Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks.&amp;lt;br&amp;gt;The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it&#039;s starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.&amp;lt;br&amp;gt;Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.&amp;lt;br&amp;gt;This has been &#039;fixed&#039; in Enemy Within.&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121882</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121882"/>
		<updated>2025-04-30T15:48:41Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Combat */ reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* Have a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if intending to take pot shots (that could go horribly wrong). 90% rockets or a 95% shots are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Circumstantially, there (rarely) might exist a spot to Overwatch on where a soldier can see a sliver of vision but not any cover/peeking tile the enemy has access to in one blue move to return fire on. That is a penalty free reaction shot if the enemy crosses the visible region.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
* [Overwatch tactic; Weak] Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty.&lt;br /&gt;
* [Exploit] If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit).&amp;lt;br&amp;gt;This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&amp;lt;br&amp;gt;Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks.&amp;lt;br&amp;gt;The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it&#039;s starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.&amp;lt;br&amp;gt;Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.&amp;lt;br&amp;gt;This has been &#039;fixed&#039; in Enemy Within.&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121881</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121881"/>
		<updated>2025-04-30T13:33:37Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* You should always think about having a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if you intend to take pot shots (that could go horribly wrong). Things like a 90% rocket or a 95% shot are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons at range, and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Sometimes you can find a spot to Overwatch where a soldier can see a sliver of vision and not see any cover and peeking tile the AI can blue move to fire back on. That is a cost free potential reaction shot if the AI has a valid reason to cross the visible region.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
* [Overwatch tactic; Weak] Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty.&lt;br /&gt;
* [Exploit] If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit).&amp;lt;br&amp;gt;This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&amp;lt;br&amp;gt;Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks.&amp;lt;br&amp;gt;The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it&#039;s starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.&amp;lt;br&amp;gt;Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.&amp;lt;br&amp;gt;This has been &#039;fixed&#039; in Enemy Within.&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121880</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=121880"/>
		<updated>2025-04-30T13:24:39Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Combat */ mention overwatch trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
== Pod System ==&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
Also, notice that landing a shot on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easily happen with Battle Scanner) will activate the pack. Misses that travel close to the pack will also activate them, as missed shots provide a bit of vision. Same for explosives.&lt;br /&gt;
&lt;br /&gt;
Do note that, sometimes, these wandering packs may &#039;teleport&#039; into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
* It should always be assumed that any uncleared fog harbors more pods. This limits forward options and is the appropriate way to play (do you expect not to get punished?). The game often hovers an unactivated pod at the periphery of vision while in contact with active aliens, but this may be unnoticeable on lower difficulties. Situations where one must take a risk going forward are less often than one might think. Limiting yourself will make it all the more rewarding when you truly &amp;quot;have no choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
* You should always think about having a guaranteed backup plan, e.g. a Grenade or double Grenade kills, or someone has a 100% kill, if you intend to take pot shots (that could go horribly wrong). Things like a 90% rocket or a 95% shot are not guaranteed kills.&lt;br /&gt;
* Suppression+Smoke Grenade+high cover is safe against Sectoids, Floaters, Mutons and Sectopods, given they don&#039;t run the reaction shot.&lt;br /&gt;
* Sometimes you can find a spot to Overwatch where a soldier can see a sliver of vision and not see any cover and peeking tile the AI can blue move to fire back on. That is a cost free potential reaction shot if the AI has a valid reason to cross the visible region.&lt;br /&gt;
* Plan before you commit. This is important for 2 reasons:&lt;br /&gt;
*# Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn.&lt;br /&gt;
*# If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
* [Overwatch tactic; Weak] Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty.&lt;br /&gt;
* [Exploit] If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit).&amp;lt;br&amp;gt;This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer.&amp;lt;br&amp;gt;Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks.&amp;lt;br&amp;gt;The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it&#039;s starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.&amp;lt;br&amp;gt;Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.&amp;lt;br&amp;gt;This has been &#039;fixed&#039; in Enemy Within.&lt;br /&gt;
&lt;br /&gt;
=== Mind Wall ===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
* [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121879</id>
		<title>Tactical Layer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Layer_(EU2012)&amp;diff=121879"/>
		<updated>2025-04-30T12:20:56Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Enemy Within */ mention meld&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}&lt;br /&gt;
This guide contains overarching notes that, while applicable to all difficulties, remain relevant even on Impossible difficulty. For more niche tactics advice, see [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Safe Moves and Free Shots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; Heavy. Can Fire and Hunker down or Fire and Move out of LoS.&lt;br /&gt;
* &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Sniper. Have a soldier in front gain sight, Sniper shoots, then back to safety.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; Assault. Soak one reaction shot for scouting purposes or to open up the playing field.&lt;br /&gt;
* Hunker down in high cover against Sectoids, Floaters and Mutons at range.&lt;br /&gt;
* Dense Smoke in high cover against Sectoids, Floaters and Mutons at range to be able to act instead of Hunker down.&lt;br /&gt;
* Similarly against Sectopods, just need a little more defence (90 Aim on Classic/Impossible) to use Dense Smoke+high cover to still act.&lt;br /&gt;
&lt;br /&gt;
=== Should I equip Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Grenade. S.C.O.P.E.s only out-compete after your Sniper gets Lasers, and only because the Sniper class is never in range to use Grenades. Before then, Grenades offer too much utility (and damage) and the cover destroyed simply restores so much [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] plus Crit when needed. There could be an argument for Nano-Fiber Vests, but it is essentially reliant on suboptimal tactics. There&#039;s always the chance of running out of HP with them.&lt;br /&gt;
&lt;br /&gt;
== Vision Tricks ==&lt;br /&gt;
&lt;br /&gt;
When there are no more free shots, safe moves to exhaust or if the enemy is too much to overcome at the moment, it&#039;s time to pull off a 0% chance to hit tactic, avoiding [[Line of Sight (EU2012)|line of sight]] (LoS). &#039;&#039;&#039;The reason for this is that AI tends to walk offensively in fog, &#039;&#039;giving them a chance to misposition themselves if you create fog on purpose&#039;&#039;&#039;&#039;&#039;. &amp;quot;The supreme art of war is to subdue the enemy without fighting.&amp;quot; This is a double-edged sword considering the nature of being outnumbered every mission, but it is necessary in Enemy Unknown. The aliens have the leisure of being on the offense/assertive, while the player must always play for defense/reaction.&lt;br /&gt;
&lt;br /&gt;
Be warned, using any of these vision tricks can mean being pinned if you&#039;re unable to defend from potential encroachment/flanks, since the AI will almost always Overwatch in the fog thereby incurring a necessary cost if outmaneuvered. This is how the game is more chess like as originally promised; it&#039;s absolutely necessary to think through all the possible enemy moves. The reverse is less true for them, it matters less that you&#039;ve pinned the enemy since they can either take the shot, if you allow a non 1%, or they can Overwatch and incur a cost for flanking if the paths are visible.&lt;br /&gt;
&lt;br /&gt;
=== Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Connected cover (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Adjacent cover provides visual cover to the unit&#039;s peeking tiles. The only way for an attacker to target a unit behind connected high cover is to circumvent the object responsible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Off Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Off cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stepping off of cover prevents peeking all together, at the expense of being uncovered if caught. In cases where there isn&#039;t any connected cover or avoiding [[Cover (EU2012)#Destroying Cover|destructible cover]], this may be your only available option to cut off LoS.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hill 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hills are doubled up low cover platforms, commonly found during UFO missions. At ground level, they block vision of other ground level units on the other side, just like high cover would.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loosely Connected Cover ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Loosely connected cover 3 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Loosely connected cover is any combination of disconnected cover that is visually connected at certain vantage points, blocking a considerable amount of vision. They can also be quite tricky/deceptive positions to fight from, making them tactical pitfalls if analyzed incorrectly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunker Down ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Hunker down (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Not usually thought of as a vision trick since the AI can still target Hunkered down units, but when not attacking, the AI essentially moves as if the fog created by Hunker down is real. For this reason, it&#039;s sometimes more useful to Hunker down than Overwatch, even behind fully connected cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of range ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of range 1 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Out of sight 2 (EU2012).jpg|frameless|270px]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When cover and LoS blockers are unavailable or tactically nonviable, run out of their blue move+vision range. Vision range is a 17 tile radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is only when all of this is exhausted, i.e. one of your soldiers must end in LoS in regular high/low cover, that it is the time to throw everything against the enemy. If a soldier must end in high cover, all moves ending in high cover is fine. Similar for low cover, etc.&lt;br /&gt;
&lt;br /&gt;
== Movement and Squad Formation ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
With everything you do, it is important to know which tiles are safe to avoid accidental activation. &#039;&#039;Your first soldier(s) blue move(s) should be a sweeping motion that clears most, ideally all, of the previously unsafe tiles the rest of the squad will walk on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Move towards high cover, creep around hills or circumnavigate loosely connected cover to minimize your visual area. If moving towards connected high cover, you may even want to stay off of the corner for a turn until you can get the whole squad caught up and situated, rather than peek immediately. Understanding how to minimize the chance of visual contact is crucial whether you believe staying close together or splitting into separate groups is the right choice for your circumstance. In practice, it&#039;s not strictly one or the other. It&#039;s important to understand the two styles/concepts so that you know which way to lean after analyzing the map.&lt;br /&gt;
&lt;br /&gt;
Note that on certain (parts of) specific maps, consider also whether you are allowing good cover at the vision perimeter. &#039;&#039;&#039;&#039;&#039;Sometimes, the intention is to prevent good cover options at the fringes of vision for potential pod activations.&#039;&#039;&#039;&#039;&#039; Otherwise, it&#039;s easy for the game to let it rip.&lt;br /&gt;
&lt;br /&gt;
=== Close order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Close order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Minimizing the visual area lessens the chance of pods patrolling in and activating; useful when sneaking towards connected cover&lt;br /&gt;
* The entire squad is already centered to fire on any enemies crossing the shared visual perimeter, guaranteeing reaction shots if on Overwatch and/or having the option of a full frontal attack&lt;br /&gt;
* Simple to reorient in response to threats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* May be pinned if high movement aliens scamper forward&lt;br /&gt;
* Might not have a way to fallback if cornered&lt;br /&gt;
&lt;br /&gt;
=== Open order formation ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Open order formation (EU2012).jpg|frameless|right|270px]]&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Can reorganize freely within your area of control&lt;br /&gt;
* Helpful when creeping around hills, maneuvering across open terrain or scouting complex environments, by mitigating against potential pod ambushes/flanks; listening to sounds can help pinpoint whether this is a real possibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Widening the area of control helps the enemy form a naturally wide encirclement, leaving no vulnerable point of attack&lt;br /&gt;
* Regrouping could mean giving up good ground to the enemy&lt;br /&gt;
&lt;br /&gt;
=== About Roofs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Height bonus&lt;br /&gt;
* Great for traveling Overwatch&lt;br /&gt;
* Unlikely location for initial pod positions&lt;br /&gt;
* Can be useful as a highway to outmaneuver the enemy&lt;br /&gt;
* Technically one big &amp;quot;vision trick&amp;quot;; ground AI has no legitimate response&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Activating a pod up there can make things worse&lt;br /&gt;
* Impossible to defend if overwhelmed&lt;br /&gt;
* Can often be a crutch for not having understood other game fundamentals&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
&lt;br /&gt;
Apart from a few exceptions, you can typically expect lots of connected high cover or loosely connected high cover.&lt;br /&gt;
&lt;br /&gt;
=== UFO ===&lt;br /&gt;
&lt;br /&gt;
May find connected high cover, but should expect to identify hills and loosely connected &#039;hills&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[The Council (EU2012)#Council_Missions|Council]] ===&lt;br /&gt;
&lt;br /&gt;
After the first month, they consist entirely of Thin men pods that don&#039;t patrol.&lt;br /&gt;
&lt;br /&gt;
==== [[Extraction (EU2012)|Target Extraction]] and [[Escort (EU2012)|Target Escort]] ====&lt;br /&gt;
&lt;br /&gt;
Thin men will drop in, which can be Overwatched, as you escort the target. Take your time.&lt;br /&gt;
&lt;br /&gt;
==== [[Bomb Disposal (EU2012)|Bomb Disposal]] ====&lt;br /&gt;
&lt;br /&gt;
The pinnacle of the Council mission concept, combining the idea that pods don&#039;t patrol with a timer.&lt;br /&gt;
&lt;br /&gt;
* Your first blue move every turn is extremely important. You want to clear fog and activate pods now, but it&#039;s a balancing act between being reckless or being slow.&lt;br /&gt;
* Dash everyone onto a safe tile to catch up when not engaging with any enemies.&lt;br /&gt;
* There are no drop-ins so traveling Overwatch is completely pointless, except at the end when bomb is diffused.&lt;br /&gt;
&lt;br /&gt;
== AI behaviors ==&lt;br /&gt;
&lt;br /&gt;
=== On player actions ===&lt;br /&gt;
&lt;br /&gt;
==== Hunker down ====&lt;br /&gt;
&lt;br /&gt;
As mentioned, Hunker down is a vision trick, but also formidable as a 1% [[Chance to Hit (EU2012)#Chance to Hit Calculation|hit chance]] bait that the AI will occasionally take. Careful of close range and other Aim bonuses, or enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Knowledge of [[Cover (EU2012)#Destroying Cover|cover destruction]] is crucial with extensive usage of Hunker down in LoS, limiting position choice if you don&#039;t want to be caught with cover blown.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
&lt;br /&gt;
Suppressing the AI has a chance to cause them to freeze. Useful when you have the enemy outnumbered to save on resources. Instead of the entire team hiding or increasing defence, a simple suppression from one soldier can allow the rest of the team to take pot shots. Not guaranteed, but unlikely for the AI to run the reaction shot. Careful of enemies with aoe abilities.&lt;br /&gt;
&lt;br /&gt;
=== On majority pod death ===&lt;br /&gt;
&lt;br /&gt;
If caught in a tough spot, attempting to kill the majority of each of the pods (1 out of pod of 2 or 2 out of pod of 3) may be a valid strategy if wiping them out completely is not an option. The last one of each pod will have a chance of panicking or going on full retreat. Killing the majority of a pod in one turn has a much greater chance than in separate turns. It is not guaranteed they will do either. Leaving a soldier uncovered/flanked seems to reduce the chances.&lt;br /&gt;
&lt;br /&gt;
* Take note of the units belonging to the same pod. Once the &#039;&#039;&#039;&#039;&#039;majority of a pod dies&#039;&#039;&#039;&#039;&#039;, observe the last one. &lt;br /&gt;
&lt;br /&gt;
==== Panic ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;If the last one performs a &#039;panic&#039; animation&#039;&#039; (Sectoid shrugs, Floater look left/right, etc.) &#039;&#039;at the start of their turn&#039;&#039;, there is a chance it will begin to flee.&lt;br /&gt;
# After the &#039;&#039;&#039;panic animation&#039;&#039;&#039;, &#039;&#039;if the unit makes one &#039;&#039;&#039;blue move into fog&#039;&#039;&#039;, it has successfully fled&#039;&#039;. If it&#039;s a double move or if it remains visible, consider it a &#039;failed&#039; fleeing attempt (ignore the following).&lt;br /&gt;
# Upon a &#039;&#039;&#039;successful flee&#039;&#039;&#039;, &#039;&#039;the return behavior is GUARANTEED&#039;&#039;. The return behavior is a &#039;&#039;blue move out of fog, along with the same panic animation after the blue move&#039;&#039;.&lt;br /&gt;
# After &#039;&#039;&#039;returning&#039;&#039;&#039;, &#039;&#039;it should forfeit its second action IF it&#039;s the last one alive&#039;&#039;, making it safe to Overwatch trap while anticipating the behavior.&lt;br /&gt;
&lt;br /&gt;
==== Full retreat ====&lt;br /&gt;
&lt;br /&gt;
# Last one performs a double move away from the squad. Unlike Panic, there is no animation before or after any moves.&lt;br /&gt;
# May blue move into fog one more time if chased next turn.&lt;br /&gt;
&lt;br /&gt;
== Brief Notes on Aliens ==&lt;br /&gt;
&lt;br /&gt;
The primary way of outplaying the AI is knowing their movement range and accounting for their possibilities accordingly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid (EU2012)|Sectoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Simplest enemy without aoe ability. Only issue is dealing with the merger if they are perched way in the back. May have to expend resources due to a merger in a secure position refusing to move.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Floater (EU2012)|Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First flying enemy, making the squad more prone to being flanked compared to Sectoids.&lt;br /&gt;
* Like Sectoids, no aoe ability and fairly easy to deal with. Though considering the terrain, may want to expend explosives on activation due to their high mobility. If one Overwatches and another Launches, you may end up having to expend resources anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Thin Man (EU2012)|Thin Men]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* First enemy with aoe ability, but not a cover destroying explosive.&lt;br /&gt;
* Most challenging aspect is their higher movement and the possibility to exist in first month through council missions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Outsider (EU2012)|Outsiders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Positions offensively on activation (unlike other non-flying ranged aliens) but not to the point of going into flanked cover. Surrounding it will leave it no choice but to stay back, so consider confronting it from only one direction/angle.&lt;br /&gt;
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn&#039;t preferable considering their high Aim (90 on Impossible).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Chryssalid (EU2012)|Chryssalids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 13 tile blue move.&lt;br /&gt;
* Stay 15-17 tiles away (firing range) or more if you have the option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Zombie (EU2012)|Zombies]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 5 tile blue move.&lt;br /&gt;
* On their third turn, will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don&#039;t risk it and stay at least 15 tiles away anyway.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton (EU2012)|Mutons]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* First enemy with an explosive, though range limited. Can still be safe with 80 defence at range. In range, can no longer stall with Hunker down without being damaged or possibly having cover destroyed.&lt;br /&gt;
* Alien Grenades have about an 11-12 tile throwing radius. Regular Grenades have a 10 tile throwing radius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Cyberdisc (EU2012)|Cyberdiscs]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* First enemy with Bombard. No longer safe in LoS.&lt;br /&gt;
* Be careful of their high movement and death explosion. They have the potential to &#039;suicide dive&#039; into a clustered squad that is Overwatch trapping out of LoS and upon success the team will take death damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Drone (EU2012)|Drones]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* More annoying than threatening. Due to their Repair, consider focus firing the main robotic above all else. Otherwise, it&#039;s like a weaker Floater without Launch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Berserker (EU2012)|Berserker]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 11 tile blue move.&lt;br /&gt;
* Like Chryssalids, stay 13-17 tiles away or more if you have other threats to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectoid Commander (EU2012)|Sectoid Commanders]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Once Outsiders or Sectoid Commanders start spawning in pairs, only one goes offensive, the other positions normally.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Muton Elite (EU2012)|Muton Elites]] and [[Heavy Floater (EU2012)|Heavy Floaters]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Can Bombard. No longer safe in LoS.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Sectopod (EU2012)|Sectopods]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
* Their Cluster Bomb has a one turn delay, allowing some outplay potential compared to Bombard enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 7 tile blue move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] ==&lt;br /&gt;
&lt;br /&gt;
In many ways, Enemy Within buffs the player considerably compared to Enemy Unknown. From Seekers/Mechtoids diluting the alien pool, to Medals, to MEC/Gene mods, the bonuses are endless compared to the barebones balance of EU. You can often have a padded soldier that nears 100% hit chance even through high cover. This can help the Heavy, once ridiculed for their low Aim, reveal just how overpowered Bullet Swarm or Rapid Reaction really is.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
In EW, units can no longer utilize peeking tiles if occupied by another unit (other than through occasional bugs). See [[Cover (EU2012)#Visibility|cover visibility]] for how that might apply. Remember, this goes both ways meaning aliens can also have their peeking tiles blocked, possibly losing LoS. For close order formation, take care not to block the peeking tile of someone using a high cover corner if you want their reaction shot to trigger.&lt;br /&gt;
&lt;br /&gt;
Another EW quirk is that successful shots might still destroy cover, which could accidentally reveal hidden areas.&lt;br /&gt;
&lt;br /&gt;
=== Grenade or ... ===&lt;br /&gt;
&lt;br /&gt;
Once you get Tactical Rigging, you simply don&#039;t have to choose. Equip a S.C.O.P.E. along with a Grenade. Or your item of choice, just keep the Grenade.&lt;br /&gt;
&lt;br /&gt;
=== Meld ===&lt;br /&gt;
&lt;br /&gt;
Meld canisters basically borrow from the [[Tactical Layer (EU2012)#Bomb Disposal|Bomb Disposal]] concept.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
Enemy Within &#039;unshackled&#039; AI is &#039;shackled&#039; in comparison to Enemy Unknown. While the shackled AI of Easy/Normal has suboptimal targeting and movement, EW has included suboptimal action choice for all difficulties, as it concerns their goal of dealing the most damage and killing soldiers. In EU, Overwatch isn&#039;t commonly used by the AI while in LoS, only in fog or under Suppression. If they have a shot, they typically fire. Similarly, Poison Spit, Grenade/Bombard and Suppression are used if the AI doesn&#039;t like their hit chance, or to blow cover.&lt;br /&gt;
&lt;br /&gt;
* EW has made the AI so that there is a greater chance of choosing Overwatch, Suppression, sometimes even perform a double move, instead firing. This is suboptimal and it effectively means the AI deals less damage over time compared to EU, giving the player more opportunities to respond. Lest you forget, alien shots missing have a good chance to destroy cover, making Fire one of their most effective actions. If they hit, that&#039;s bad, if they miss and destroy cover, that&#039;s bad.&lt;br /&gt;
* Included still in EW Classic/Impossible is the chance that the AI will run the player&#039;s basic Overwatches, whereas they will almost never in EU except for a misstep at the fringes of vision, or to target an uncovered/flanked target.&lt;br /&gt;
&lt;br /&gt;
With that said, the strategy of avoiding shots until an opportune time isn&#039;t exactly affected by this change.&lt;br /&gt;
&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
&lt;br /&gt;
Aliens that do not use cover can now go on Overwatch on activation. This can make flying/robotic enemies slightly more difficult to kill. E.g. a Cyberdisc that Overwatches outside of vision requires Lightning Reflexes if you want to make contact with it immediately. On the other hand, Overwatch puts it in open form, allowing itself to be Crit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&#039;&#039;&#039;[[Mechtoid (EU2012)|Mechtoids]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: dotted 1px grey&amp;quot; |&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Seeker (EU2012)|Seekers]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* 9 tile blue move.&lt;br /&gt;
* Early game, tile scan and Grenade if you don&#039;t want to chance the Overwatch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[EXALT (EU2012)|EXALT]] [[Covert Operations (EU2012)|Covert Operations]] ===&lt;br /&gt;
&lt;br /&gt;
One of the only missions that require some foreknowledge of the maps, whether that is reaching and defending the [[Covert Operative (EU2012)|operative]] in [[Covert Extraction (EU2012)|Cover Extraction]] or reaching and defending the Encoder/Transmitter in [[Covert Data Recovery (EU2012)|Data Recovery]]. EXALT pods don&#039;t patrol very far and can teleport further away depending on your location. After the first turn, EXALT units will start to trickle in from the edge of the map, requiring some traveling Overwatch. They are similar to the Council Target Extraction and Target Escort mission in some sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One can only imagine what these missions would be like with better AI and comparable Aim!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Strategy (EU2012)|Strategy]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121876</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121876"/>
		<updated>2025-04-30T08:12:08Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Two shot hypothesis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike.&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included in grey are Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of 65 Aim shots!!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1||56.33%||47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |67.5%||31.5%||18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |31.17%||17.5%||10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |19.83%||30.33%||15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2||81.68%||75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |90%||54.9%||40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |58.3%||32.5%||21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |38.03%||53.77%||37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3||92.53%||89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |97.03%||71.11%||58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |76.41%||45.16%||32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |53.31%||70.30%||56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4||97.01%||95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |99.14%||81.87%||72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |87.21%||55.70%||43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.49%||81.36%||71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other active aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Mind Merged Sectoid is already a coin flip. Their numbers (M: 75 Aim, +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of the game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily &amp;quot;free&amp;quot;/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between competing approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121875</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121875"/>
		<updated>2025-04-30T08:08:31Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Abduction choice &amp;amp; Satellite placement */ removed &amp;#039;credit approach&amp;#039;. was only included due to old page containing base rush idea about sacrificing march, but now i think it just puts the wrong idea in people&amp;#039;s head.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike.&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included are Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of 65 Aim shots!!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1||56.33%||47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |67.5%||31.5%||18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |31.17%||17.5%||10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |19.83%||30.33%||15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2||81.68%||75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |90%||54.9%||40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |58.3%||32.5%||21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |38.03%||53.77%||37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3||92.53%||89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |97.03%||71.11%||58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |76.41%||45.16%||32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |53.31%||70.30%||56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4||97.01%||95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |99.14%||81.87%||72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |87.21%||55.70%||43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.49%||81.36%||71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other active aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Mind Merged Sectoid is already a coin flip. Their numbers (M: 75 Aim, +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of the game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily &amp;quot;free&amp;quot;/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between competing approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121870</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121870"/>
		<updated>2025-04-30T00:10:00Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Engineers vs. Scientists vs. Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike.&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included are Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of 65 Aim shots!!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1||56.33%||47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |67.5%||31.5%||18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |31.17%||17.5%||10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |19.83%||30.33%||15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2||81.68%||75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |90%||54.9%||40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |58.3%||32.5%||21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |38.03%||53.77%||37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3||92.53%||89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |97.03%||71.11%||58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |76.41%||45.16%||32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |53.31%||70.30%||56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4||97.01%||95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |99.14%||81.87%||72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |87.21%||55.70%||43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.49%||81.36%||71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other active aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Mind Merged Sectoid is already a coin flip. Their numbers (M: 75 Aim, +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of the game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily &amp;quot;free&amp;quot;/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between several approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose Engineers or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
==== Credit/Tactical approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose credit Abduction reward, if unavailable choose Scientists or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide the most credits and/or in a continent with implied tactical benefit (Asia or North America)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121862</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121862"/>
		<updated>2025-04-29T22:00:01Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Engineers vs. Scientists vs. Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike.&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included are Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of 65 Aim shots!!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1||56.33%||47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |67.5%||31.5%||18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |31.17%||17.5%||10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |19.83%||30.33%||15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2||81.68%||75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |90%||54.9%||40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |58.3%||32.5%||21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |38.03%||53.77%||37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3||92.53%||89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |97.03%||71.11%||58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |76.41%||45.16%||32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |53.31%||70.30%||56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4||97.01%||95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |99.14%||81.87%||72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |87.21%||55.70%||43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.49%||81.36%||71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other active aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Mind Merged Sectoid is already a coin flip. Their numbers (M: 75 Aim, +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of the game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily &amp;quot;free&amp;quot;/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, consider Scientists. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between several approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose Engineers or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
==== Credit/Tactical approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose credit Abduction reward, if unavailable choose Scientists or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide the most credits and/or in a continent with implied tactical benefit (Asia or North America)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121855</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121855"/>
		<updated>2025-04-29T19:40:48Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Estimating with the camera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Most obstacles provide visual cover, even low cover. The entire cube/side acts as a blocker for vision, excluding the edges if they coincide on the line of sight.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and that one truck with a crane seem to be purely see-through. It is unclear whether these objects only provides one voxel of visual cover (like low cover) or none at all.&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the alien object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck is not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121854</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=121854"/>
		<updated>2025-04-29T19:38:24Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Two shot hypothesis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two shot hypothesis ==&lt;br /&gt;
&lt;br /&gt;
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]&#039;s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it&#039;s 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it&#039;s 100% of requiring two shots, ignoring crits. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike.&lt;br /&gt;
&lt;br /&gt;
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included are Mind Merged Sectoid shots at a 4HP soldier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:auto;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance of lethal based on shot type and number of shots taken&lt;br /&gt;
|-&lt;br /&gt;
! Shot type&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flanked(+50 Crit)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Low Cover(20 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | High Cover(40 Defence)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Overwatch(.7 penalty, 0 Crit)&lt;br /&gt;
|-&lt;br /&gt;
! # of 65 Aim shots!!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
!C!!I&lt;br /&gt;
! style=&amp;quot;color:grey&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
| 1||56.33%||47.67%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |67.5%||31.5%||18%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |31.17%||17.5%||10%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |19.83%||30.33%||15.17%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |17.5%&lt;br /&gt;
|-&lt;br /&gt;
| 2||81.68%||75.62%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |90%||54.9%||40.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |58.3%||32.5%||21.25%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |38.03%||53.77%||37.23%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |42.44%&lt;br /&gt;
|-&lt;br /&gt;
| 3||92.53%||89.34%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |97.03%||71.11%||58.86%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |76.41%||45.16%||32.5%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |53.31%||70.30%||56.78%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.59%&lt;br /&gt;
|-&lt;br /&gt;
| 4||97.01%||95.53%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |99.14%||81.87%||72.88%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |87.21%||55.70%||43.05%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |65.49%||81.36%||71.54%&lt;br /&gt;
| style=&amp;quot;color:grey&amp;quot; |79.91%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some observations:&lt;br /&gt;
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you&#039;ve ever thought one or the other was somewhat good, here&#039;s the surprising news.&lt;br /&gt;
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.&lt;br /&gt;
* The amount of reserve shots for a particular play will dictate whether it&#039;s a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.&lt;br /&gt;
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other active aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Mind Merged Sectoid is already a coin flip. Their numbers (M: 75 Aim, +25 Crit) included for context.&lt;br /&gt;
&lt;br /&gt;
The point being, knowledge of the game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. &#039;&#039;&#039;Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.&#039;&#039;&#039; The qualifier &amp;quot;almost always&amp;quot; being made only because of certain &amp;quot;bad&amp;quot; maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].&lt;br /&gt;
&lt;br /&gt;
== There&#039;s just more enemies ==&lt;br /&gt;
&lt;br /&gt;
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.&lt;br /&gt;
&lt;br /&gt;
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.&lt;br /&gt;
&lt;br /&gt;
It is crucial to understand that cumulative shots stack up lethality chance. &#039;&#039;&#039;More aliens means more shots at soldiers means increased lethality chance&#039;&#039;&#039;. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.&lt;br /&gt;
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.&lt;br /&gt;
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.&lt;br /&gt;
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it&#039;s better to not expose any soldiers until next turn.&lt;br /&gt;
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.&lt;br /&gt;
&lt;br /&gt;
== Common tactical questions ==&lt;br /&gt;
&lt;br /&gt;
=== Rifle or Shotgun on Assault? ===&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.&lt;br /&gt;
&lt;br /&gt;
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].&lt;br /&gt;
&lt;br /&gt;
== HQ ==&lt;br /&gt;
&lt;br /&gt;
=== Engineers vs. Scientists vs. Credits ===&lt;br /&gt;
&lt;br /&gt;
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits is when you know what you are doing with Europe, or really late in the game when Engineers don&#039;t matter anymore and the game also doesn&#039;t give you Scientists.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you&#039;ll have enough Engineers for next month&#039;s Workshop, then consider Scientists. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not Combat.&lt;br /&gt;
&lt;br /&gt;
=== Abduction choice &amp;amp; Satellite placement ===&lt;br /&gt;
&lt;br /&gt;
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.&lt;br /&gt;
&lt;br /&gt;
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.&lt;br /&gt;
&lt;br /&gt;
Often it&#039;s a balance between several approaches depending on the situation.&lt;br /&gt;
&lt;br /&gt;
==== Panic approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries&lt;br /&gt;
* Deploy on red countries&lt;br /&gt;
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it &amp;quot;saves&amp;quot; Panic and reduces the total rise)&lt;br /&gt;
&lt;br /&gt;
==== Engineer/Investment approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)&lt;br /&gt;
&lt;br /&gt;
==== Scientist/Research approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose Scientist Abduction reward, if unavailable choose Engineers or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)&lt;br /&gt;
&lt;br /&gt;
==== Credit/Tactical approach ====&lt;br /&gt;
&lt;br /&gt;
* Choose credit Abduction reward, if unavailable choose Scientists or ignore countries of the following&lt;br /&gt;
* Deploy on countries that provide the most credits and/or in a continent with implied tactical benefit (Asia or North America)&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Workshops &amp;amp; Satellites ===&lt;br /&gt;
&lt;br /&gt;
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won&#039;t be deployed at the end of the month. You should always build satellites individually for this reason.&lt;br /&gt;
&lt;br /&gt;
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It&#039;s also just better to sell corpses over the other items.&lt;br /&gt;
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April&#039;s UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* [[Tactical Layer (EU2012)|Tactical Layer]]&lt;br /&gt;
* [[Tactics (EU2012)|Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121852</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121852"/>
		<updated>2025-04-29T19:13:17Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Peeking cover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Most obstacles provide visual cover, even low cover. The entire cube/side acts as a blocker for vision, excluding the edges if they coincide on the line of sight.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and that one truck with a crane seem to be purely see-through. It is unclear whether these objects only provides one voxel of visual cover (like low cover) or none at all.&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the green object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck in not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible as additional source of line of sight. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121851</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121851"/>
		<updated>2025-04-29T19:03:47Z</updated>

		<summary type="html">&lt;p&gt;Parogen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s [[Cover (EU2012)|cover]] mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Most obstacles provide visual cover, even low cover. The entire cube/side acts as a blocker for vision, excluding the edges if they coincide on the line of sight.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and that one truck with a crane seem to be purely see-through. It is unclear whether these objects only provides one voxel of visual cover (like low cover) or none at all.&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the green object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck in not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121844</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121844"/>
		<updated>2025-04-29T06:49:08Z</updated>

		<summary type="html">&lt;p&gt;Parogen: Undo revision 121842 by Parogen (talk) actually think it is just true. overwatches in small slivers of vision work in this way in that you just need to see the unit, not a whole voxel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s cover mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Most obstacles provide visual cover, even low cover. The entire cube/side acts as a blocker for vision, excluding the edges if they coincide on the line of sight.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and that one truck with a crane seem to be purely see-through. It is unclear whether these objects only provides one voxel of visual cover (like low cover) or none at all.&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the green object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck in not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
While peeking, the entire segment from the unit&#039;s center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=121843</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=121843"/>
		<updated>2025-04-29T06:30:03Z</updated>

		<summary type="html">&lt;p&gt;Parogen: /* Sub Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sub Sections==&lt;br /&gt;
[[Chance to Hit (EU2012)|Chance to Hit]]&lt;br /&gt;
* Aim, Defence, and a number of other bonuses and penalties all combine to determine the final chance that a shot will hit.&lt;br /&gt;
[[Cover (EU2012)|Cover]]&lt;br /&gt;
*In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire. Cover is taken automatically as the soldier moves through the environment. While in cover the soldier gains a defensive bonus against enemy attacks unless the enemy has flanked the soldier.&lt;br /&gt;
[[Critical_Hits_(EU2012)|Critical Hits]]&lt;br /&gt;
*In many cases, shots may have a chance to incur up to around 150% of their usual damage.&lt;br /&gt;
[[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
*After sustaining more damage than the Soldiers Health Points (HPs), the Soldier will either become critically wounded or die. &lt;br /&gt;
[[Damage (EU2012)|Damage]]&lt;br /&gt;
*Current theories on how the weapon damage works.&lt;br /&gt;
[[Flanking (EU2012)|Flanking]]&lt;br /&gt;
*A flanked target is indicated with a yellow shield. This target receives no benefits from cover and chances to score a critical hit against it are increased by 50%.&lt;br /&gt;
[[Line of Sight (EU2012)|Line of Sight]]&lt;br /&gt;
*Determining what surroundings is visible or not is crucial for map analysis.&lt;br /&gt;
[[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
*A soldier or alien with a remaining action can enter Overwatch (default hotkey Y). This ends the soldier&#039;s turn, but allows them to shoot at the first enemy that enters their overwatch range during the enemy turn, albeit at a small penalty (aim penalty/no critical hits). &lt;br /&gt;
[[Movement (EU2012)|Movement]]&lt;br /&gt;
*How movement is translated into actual game squares (1.625 points = 1 square)-&lt;br /&gt;
[[Suppression (EU2012)|Suppression]]&lt;br /&gt;
*Its purpose is to degrade the enemy&#039;s ability to fire and maneuver.&lt;br /&gt;
&lt;br /&gt;
==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been simplified when compared to previous titles, possibly with the intention to attract a wider console audience.  Thus, [[Time Units]] have been removed and replaced with a two-part action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Moving and Firing===&lt;br /&gt;
In a single turn, a soldier has two Action points. The soldier&#039;s class and abilities determine the options available for their 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action and consume both Action points.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can Fire + Fire (Can also use Headshot or Disabling shot for either but not both due to cool down).&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle at reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be performed by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A 20% Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one another&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent movement across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increase the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  You can get down from a roof anywhere, (unless there&#039;s something in the way) so long as the drop is less than three elevation.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn. Take notice that overwatch has reduced chance to hit, cannot crit and only happens if unit &#039;&#039;&#039;moves&#039;&#039;&#039; within your sight range, so if you stop as soon as you get into overwatching unit&#039;s view, overwatch will not trigger. &lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (but do not take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of alien squad script: Aliens can never attack you unless you &amp;quot;awaken&amp;quot; them first (a cinematic has played where camera shows a bunch of aliens) and when alien squad is provoked, they never take any offensive action or overwatch, only move. This means that you are never in danger of receiving any damage unless you have an unfinished alien alive from a provoked pack on the map. Therefore, there is not much incentive to stay in cover when there are no &amp;quot;provoked&amp;quot; aliens alive - rather, having suitable cover in range of 1 movement is enough. Taking advantage of this fact, you can beat enemy in tactical quite easily and without casualties. If you keep your people together (you can even stand in the open and on adjacent tiles), and advance slowly, every time going on overwatch with all your soldiers, you can make it so that aliens pop up on their turn (all except immobile squads, which are rare). This will make them trigger your overwatch, and then run to cover, and give you a full turn to either take them down or retreat into cover and setup an overwatch ambush. When having 2 squad sight snipers on a team, this usually lets you take down any alien squad before they even get a chance to fire a shot at you, and if they live, you retreat into cover which is beyond their line of sight, so that your snipers can squad-sight-overwatch enemy advance, which will finish them off. Take opportunist on snipers to have better hit chance on overwatch and lightning reflexes on assault to discover remaining enemies (letting snipers take care of them) without getting damage.&lt;br /&gt;
&lt;br /&gt;
* Do not provoke more aliens: Each extra tile you reveal (get sight on) can have next alien pack waiting. Provoking them when you are not ready can prove fatal. This means that for example, if you&#039;ve just finished fighting cryssalids and have only one soldier with action points remaining, never move him in a position where he&#039;d uncover new area, because if you happen to find new aliens there, they&#039;ll get to attack you before you can do something about it. However, ending turn, you either get aliens on their turn (they do their free movement, you get your turn to attack them) or dont (again, you have full action points to do something).&lt;br /&gt;
&lt;br /&gt;
*The changes in the action system are most notable when fighting Chryssalids. While fundamentally the same as their counterparts in the original, they are significantly less dangerous this time around because of the two action system. Instead of moving to a position where they can reach you next turn, they will dash up to your squad and end their turn standing right next to you, allowing them to be easily picked off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121842</id>
		<title>Line of Sight (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Line_of_Sight_(EU2012)&amp;diff=121842"/>
		<updated>2025-04-29T06:27:00Z</updated>

		<summary type="html">&lt;p&gt;Parogen: Undo revision 121841 by Parogen (talk) needs more testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game&#039;s cover mechanic extends a unit&#039;s origin/destination of line of sight.&lt;br /&gt;
&lt;br /&gt;
=== Obstacles ===&lt;br /&gt;
&lt;br /&gt;
Most obstacles provide visual cover, even low cover. The entire cube/side acts as a blocker for vision, excluding the edges if they coincide on the line of sight.&lt;br /&gt;
&lt;br /&gt;
Some non transparent obstacles seem to provide no visual cover. Not sure if it&#039;s a bug or a feature. Ramps and that one truck with a crane seem to be purely see-through. It is unclear whether these objects only provides one voxel of visual cover (like low cover) or none at all.&lt;br /&gt;
&lt;br /&gt;
Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Estimating with the camera ===&lt;br /&gt;
&lt;br /&gt;
Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it&#039;s not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;[[Tactical Layer (EU2012)#Off Cover|Off cover vision trick]]&amp;quot; mode=packed heights=270px&amp;gt;&lt;br /&gt;
Estimating camera 1.jpg|Any enemies using the car will not have sight of the soldier behind the green object&lt;br /&gt;
Estimating camera 2.jpg|Similarly, the left corner of the truck in not visible&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Peeking cover ===&lt;br /&gt;
&lt;br /&gt;
[[File:Non visible attacker.png|thumb|right|Attacker and target units are within each other&#039;s vision range, but the tile used to attack is outside of the target&#039;s vision range.]]&lt;br /&gt;
&lt;br /&gt;
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.&lt;br /&gt;
&lt;br /&gt;
==== Non visible attackers ====&lt;br /&gt;
&lt;br /&gt;
This can explain weird circumstances like being targeted by non visible units. Let&#039;s say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target&#039;s vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.&lt;br /&gt;
&lt;br /&gt;
The same idea applies when the attacker and target are just outside of each other&#039;s vision range, but the target is using cover and therefore their peeking tile is within the attacker&#039;s vision sphere. This was the case for the Sectoid in the [[Cover (EU2012)#Visibility|cover visibility example]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Parogen</name></author>
	</entry>
</feed>