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		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=22855</id>
		<title>Squad Composition and Tactics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=22855"/>
		<updated>2009-09-30T16:50:37Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Fireteams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM are flexible generic soldiers with no pre-assigned role or duties attached to them. Despite this, they will eventually fall into a variety of roles depending on tactical needs. &lt;br /&gt;
&lt;br /&gt;
Until soldiers hit super-soldier status where they can do anything, they will generally fall into particular roles specializing in scouting, sniping, heavy weapons, psionic support, rear commander, etc. There is a lot of overlap between many of these roles, so there&#039;s a great degree of flexibility available to you. &lt;br /&gt;
&lt;br /&gt;
The choice of role will largely be dependent on the soldiers&#039; initial stats.  However, a soldier&#039;s role can change and may change several times in the course of a single battle. &lt;br /&gt;
&lt;br /&gt;
== Assigning Roles == &lt;br /&gt;
&lt;br /&gt;
The following sections describe some common roles that your soldiers will fall under, along with some scenarios and tips for these roles. &lt;br /&gt;
&lt;br /&gt;
=== Scouts ===&lt;br /&gt;
&lt;br /&gt;
After securing the landing zone during deployment (making sure all nearby aliens are killed, and establishing a front line), you should expand the secured zone using scouts (see [[Sweeping the Battlescape]]).  Some commanders prefer using trained scouts (high [[Reactions]] and [[Time Units]]); others prefer cannon fodder (poor stats).  Aliens will often shoot from unseen locations, making high stats irrelevant, and even a soldier with terrible stats can take advantage of the [[Reaction fire triggers#mutual_surprise|mutual surprise rule]].  &lt;br /&gt;
&lt;br /&gt;
[[Heavy_Weapons_Platforms|Tanks]] make excellent scouts due to their high mobility (70 or 100 TUs, depending on the type) and relative hardiness.  They are also easily replaced, unlike veteran troops.  However, in the early part of the game, funds are very limited, and replacing a few rookies is far less expensive than replacing a tank.&lt;br /&gt;
&lt;br /&gt;
In terms of equipment, the key is to keep the scout light but functional, so weapons such as Laser Pistol may come in useful for rapidly clearing terrain on most levels either so the scout can move through it, or check there is nothing behind a wall or hedge. HE and Smoke Grenades also tend to be useful, along with Motion Detectors, but items like heavy weapons and First Aid kits are best left to the troops following up where needed.&lt;br /&gt;
&lt;br /&gt;
The soldiers at the front of the transport must perform scout duties during deployment, which is probably the highest-risk stage of combat.  Throwing a [[Smoke Grenade]] at the base of the ramp before deploying helps to reduce this risk (do not deploy until Turn 2, after the grenade has detonated). For soldiers with flight capability, it may be also a good idea to deploy a second smoke grenade on the equipment pile to provide a screen if they don&#039;t intend to deploy at ramp level. &lt;br /&gt;
&lt;br /&gt;
If alien(s) are visible from the front of the transport, they should be killed immediately.&lt;br /&gt;
&lt;br /&gt;
The order on the Soldier screen back at base determines the order of troop placement in the transport.  It is unfortunate to have a highly-skilled veteran at the front of the craft, where they are most likely to get killed.  One strategy to prevent this is to reserve the first 6-8 soldiers on the list for base defense duty.  As your front-most troops gain experience, you can assign these reserves to the transport; they will be placed up front.&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] can be used to rearrange the order of your troops.&lt;br /&gt;
&lt;br /&gt;
Upon successfully securing the landing zone, the scout will perform recon duties, locating enemy targets so that snipers and heavy weapon specialists can take them down from range.&lt;br /&gt;
&lt;br /&gt;
=== Snipers ===&lt;br /&gt;
A sniper is a marksman with a highly accurate weapon who kneels and stay in one spot and attacks enemies from a great distance. They are often kept well behind enemy lines and take up positions that will give them a clear view of much of the playing field - occasionally they will have to reposition themselves to get a better angles or clear obstacles such as buildings. Getting height by climbing onto the roofs of buildings or using a Flying Suit assists this task greatly. &lt;br /&gt;
&lt;br /&gt;
Anybody can fill the role of a sniper, but the best snipers generally begin their career with high accuracy, and hone their skill with continual use. High [[Firing Accuracy]] is the main qualification for a sniper as it only has a small window of opportunity to kill. A recruit can start with a maximum score of 70 in this field, yet even troops with a score of 60 can be trained to be worthy snipers.&lt;br /&gt;
&lt;br /&gt;
On their own, Snipers aren&#039;t much to go by unless they can see their targets. They are therefore best combined with scouts who seek out and spot enemy targets. [[Scouting|Scout/Sniper tactics]] are among the most effective tactics in the entire game.  &lt;br /&gt;
&lt;br /&gt;
There are many sniper friendly weapons available, such as all the rifle types, [[Small Launcher]], the [[Heavy Plasma]] and especially  the [[Rocket Launcher]]. The [[Blaster Launcher]] is the ultimate sniper&#039;s weapon - and one that needs absolutely no skill on the user&#039;s part except for careful waypoint plotting. &lt;br /&gt;
&lt;br /&gt;
The [[Plasma Rifle]], is also a good sniper weapon by having the highest snapshot accuracies in the game. Marksmen with over 100 accuracy can score near perfect snapshots when kneeling. (102 accuracy is needed, to be more specific)&lt;br /&gt;
&lt;br /&gt;
=== Heavy weapons ===&lt;br /&gt;
&lt;br /&gt;
A heavy weapon&#039;s specialist consists of a soldier with high strength and firing accuracy, allowing the use of heavy weapons like the [[Rocket Launcher]]. Strength is imperative for the heavy weapons user as [[Time Units#Encumbrance|encumbrance]] penalties affect rate of fire on account of firing costs being calculated from base TUs rather than encumbrance-modified TUs and therefore heavy weapons duty should be restricted to soldiers that have 40+ [[Strength]]. Firing accuracy is important for heavy-cannon users, yet is less important for autocannon, rocket launcher, or blaster launcher users. A loaded [[Rocket Launcher]] with 3 Heavy Rockets weighs 42 units total (see [[Time Units#Encumbrance|Encumbrance]] and [[Item Weights]]).  &lt;br /&gt;
&lt;br /&gt;
Heavy weapons generally involve damage on a wide area of effect. This makes them good for [[Destroying Terrain|clearing terrain]] and for attacking heavily-armored units such as [[Cyberdisc]]s. They are also effective against taking out enemies in cover as even if the shot misses, hitting a terrain piece can result in an indirect hit which still kills.&lt;br /&gt;
&lt;br /&gt;
In the later game, your heavy weapons units will probably carry [[Blaster Launcher]]s.  [[Rear Commander]]s make effective Blaster troops.&lt;br /&gt;
&lt;br /&gt;
Although not strictly a &amp;quot;heavy weapon&amp;quot;, equipping two or more soldiers with a [[Small Launcher]] during the stage of the game when you are trying to capture an alien Navigator, Leader, or Commander is highly recommended (see [[Research#The Minimum Three]]). It can also be used as an incredibly effective anti-large terror unit weapon on the easier difficulty levels. &lt;br /&gt;
&lt;br /&gt;
In open terrain (desert, tundra, not very densely populated rural areas) it may be a good tactic to equip a soldier with a flying suit, rocket launcher and possibly more rockets than they can normally carry. Once the perimeter outside the ship has been secured, the soldier can drop surplus rockets on the ground, then rise to maximum altitude and be used as extremely efficient sniper for even quite long distances - the downward angle causes that most rockets that miss the target hit the ground within a few squares away, catching the enemy in the explosion. Once the soldier runs out of rockets, he can land, resupply and take off again.&lt;br /&gt;
&lt;br /&gt;
=== Loader ===&lt;br /&gt;
&lt;br /&gt;
The role of the Loader (or sometimes referred to as the Ammo Mule in other articles) is to carry ammunition for a heavy weapons specialist. &lt;br /&gt;
&lt;br /&gt;
Ammunition can be heavy in the case of autocannon or rocket ammunition. Usually armed with little more than a pistol, the loader&#039;s role is to provide extra ammunition for a heavy weapon trooper, often by throwing it. This can allow for more sustained anti-tank fire. During a ufo assault, the loader does not find much use among blaster-launcher troops on account of the indirect nature of the blaster launcher allowing its wielder to provide support from the transport (and thus from a steady ammo source). In this case, the loader may end up being transferred to grenadier duty if not killed beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Mind Probe Operators ===&lt;br /&gt;
&lt;br /&gt;
A support role that is commonly performed by reserve troops that are left in the [[Skyranger]]. Any soldier in the safety of the ship can operate a [[Mind Probe]] to read the vital statistics of any alien spotted in the field. &lt;br /&gt;
&lt;br /&gt;
Probe operators are made redundant when well trained psi-troopers are available.&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
&lt;br /&gt;
A variant of the Heavy Weapon specialist, a grenadier is entrusted a large number of grenades than usual (or as many as the grenadier can carry). This role sets out to exploit the grenade&#039;s indirect attack ability to its fullest. Strength is the primary stat to consider, as this controls throwing distance and the soldier&#039;s ability to carry grenades without being encumbered. A high initial throwing accuracy also helps although this ability levels up very quickly. Finally, a high reactions score will help prevent a grenadier from getting gunned down by unseen enemies while lighting the fuse. A grenadier can still operate with low reactions if kept behind enemy spotters. &lt;br /&gt;
&lt;br /&gt;
This role is very effective for attacking cover in open terrain, or for taking out clustered enemies. In close-quarters, the blast radius of a grenade can be a liability yet the ability to clear ambush points is still highly valued. The ability to use proximity grenades as an area-denial weapon, electro flares to light up dark battlefields, or smoke grenades to provide cover lends extra versatility to the grenadier. Armed with high explosives, they can even be useful in taking out terror units or negating the existence of barns. &lt;br /&gt;
&lt;br /&gt;
In addition to a wide selection of grenades, a grenadier is often armed with a light sidearm like a [[Laser Pistol]] as a fall-back weapon when exhausting all the grenades or for emergencies where a floating enemy cannot be hit by an explosion; however some commanders arm their grenadiers solely with grenades, trusting on the snipers to provide support in the advent of flying enemies. Good protection is also recommended to allow for close range detonations.&lt;br /&gt;
&lt;br /&gt;
Some commanders have their grenadiers arm a set of or all their grenades while in cover and hang on to them for the duration of the battle or until spent. While this makes them exceedingly dangerous to be standing next to (if they are knocked out), it allows grenadiers to rapidly deploy grenades in the middle of firefight without having to waste half of their time setting the grenades. A grenadier could launch a grenade, perform some other action and finally ready the next grenade before the turn ends. A stationary grenadier could deploy up to three grenades at once. While this makes them effective, the initial arming stage puts the grenadier out of the action for a fair number of turns.&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
&lt;br /&gt;
A medic is a valuable support role for tending to soldiers that are wounded or unconscious. &lt;br /&gt;
&lt;br /&gt;
A medic is generally an additional role than a role of its own. Any soldier that just so happens to be carrying a [[Medi-Kit]] is a field medic, as soldiers cannot use the kit on themselves.  &lt;br /&gt;
&lt;br /&gt;
If a soldier is in a critically wounded state and has fallen unconscious, a medic needs to tend to the soldier immediately. If the medic is too far away, and time is not on your side, the medic can employ a variant of the [[Grenade Relay]] to get the kit into the hands of a soldier that is closer to the patient. &lt;br /&gt;
&lt;br /&gt;
=== Anti-Psionic Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Also commonly known as Psi-Sponges or decoys.&lt;br /&gt;
&lt;br /&gt;
Before soldiers can be screened scientifically, they can still be equipped to combat [[Psionics]].  This applies to soldiers who have not been tested in psionic scenarios or have been shown to be weak against psionic attack.  These troops can still be valuable.  Anti-psionic soldiers absorb psionic attacks that would otherwise assail stronger minds and eventually [[Panic]] them, and can even kill the psionic alien themselves if for some reason it loses control over them.  This also works best if armor is available for all troops.  &lt;br /&gt;
&lt;br /&gt;
If there are &#039;&#039;&#039;unarmored soldiers&#039;&#039;&#039; i.e. wearing [[Coveralls]], only give psi-weak soldiers [[Stun Rod]]s and [[Smoke Grenade]]s.  Alternatively, one or more of these soldiers can operate as a heavy weapons crew, as long as the psi-weak trooper is not holding a weapon with ammo at the end of a turn.  Other weapons can be handled in this way, but it reduces squad mobility unless two or more can work together, tossing equipment around to each other.&lt;br /&gt;
&lt;br /&gt;
If everyone has &#039;&#039;at least&#039;&#039; [[Personal Armour]], psi-weak soldiers can also equip standard [[Pistol]]s and/or incendiary ammunition.  These weapons are effective against Sectoids, while personal armor negates fire damage and allows an agent to withstand several shots from a pistol.  &lt;br /&gt;
&lt;br /&gt;
If all your soldiers have at least [[Power Suit]]s, the psi-weak soldiers can use standard [[Rifle]]s, [[Auto-Cannon]]s with AC-HE ammo, and standard [[grenade]]s with minimal or no risk to other agents. These weapons are highly effective against Sectoids, allowing you to screen a squad against psionics on Medium UFO and Supply Ship raids without taking friendly casualties.&lt;br /&gt;
&lt;br /&gt;
Grunts in [[Flying Suit]]s can bombard each other with AC-HE and rifle fire throughout the entire mission without a scratch.  Flying suits also hold up well against [[Laser Pistol]]s and &#039;&#039;&#039;Small Rockets&#039;&#039;&#039; from a [[Rocket Launcher]], but use caution with these, as the laser pistol&#039;s lethal rate of fire can whittle down even the most heavily armored soldier from the side or rear... and then a small rocket could possibly finish him off, etc.  Standard rifles and AC-HE seem ideal since they cause no injury.  Standard grenades are much safer, having only a tiny risk of damage to the underside at ground zero.&lt;br /&gt;
&lt;br /&gt;
When raiding sites with Cyberdiscs, it is necessary to use [[HWP]]s or some heavier troops known to be psi-resistant.  These troops can be &amp;quot;discovered&amp;quot; in Sectoid Medium UFO raids using the equipment configurations above.  Those UFOs have less firepower than bases and Battleships, and only one or two psionic officers (who can be captured with stun rods).&lt;br /&gt;
&lt;br /&gt;
[[Ethereal]] sites should only be assaulted by known psi-resistant troops and heavily armored HWPs.  A small element of unarmed psi-weaklings could be taken on smaller raids to train their mental resistances, but only as a peripheral exercise, along with a much more resistant element to ensure mission success.&lt;br /&gt;
&lt;br /&gt;
=== Psi soldiers ===&lt;br /&gt;
&lt;br /&gt;
After [[Psionic Laboratory|Psi-training]], any soldiers with high [[Psionic Strength]] (ideally 80+) should be given a [[Psi-Amp]], and kept off the front lines.  Other units can be used to spot aliens, and your Psi units can safely attack them from a distance.  Once your Psi troops gain high [[Psionic Skill]] as well, your squad will become nearly invincible.  See [[Psionics]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Super Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Any unit that stays alive and does consistently well in picking up combat experience in ground missions will eventually peak all of his or her attributes. &lt;br /&gt;
&lt;br /&gt;
With high stats across the board - with the possible exception of [[Bravery]] and [[Throwing Accuracy]] - this soldier can do practically anything and can specialize in any role you think of.&lt;br /&gt;
&lt;br /&gt;
== The difference between Veterans and Rookies ==&lt;br /&gt;
&lt;br /&gt;
The better stats a soldier has, the less danger you will want to expose him or her to.  &lt;br /&gt;
&lt;br /&gt;
High-ranking soldiers should be left in or near the transport for [[Morale]] reasons (see [[Rear Commander]]). A [[Mind Probe]] or two can be useful in the hands of Rear Commanders.   &lt;br /&gt;
&lt;br /&gt;
Soldiers with the poorest stats should be given the most dangerous duty: for instance, they should be the first unit sent into a UFO - both for training and to protect their senior squad members. As weak soldiers learn at a faster pace than veterans, the experience gained from a being thrown into a dangerous situation and surviving will be extremely beneficial to their careers.&lt;br /&gt;
&lt;br /&gt;
== Fireteams ==&lt;br /&gt;
&lt;br /&gt;
There is safety in numbers: soldiers should generally be moved in groups of 2-4.  If one soldier spots an alien, the others can act as snipers.  Spotting an alien is useless if it kills your scout and you have no troops available to return fire upon the alien.  &lt;br /&gt;
&lt;br /&gt;
An effective four-man fireteam might consist of two riflemen, a heavy weapon, and a &amp;quot;medic&amp;quot; who also acts as a rifleman.  The Skyranger allows for up to three four-man fire teams with two spaces left for reserve or command crew.  HWPs take up as much space as one fireteam of this sort, but HWPs should be considered force multipliers due to superior armor, mobility, and ammunition capacity.  &lt;br /&gt;
&lt;br /&gt;
A highly effective Skyranger crew might look something like this:&lt;br /&gt;
&lt;br /&gt;
1 HWP, either as a front-line armored unit or as support artillery&lt;br /&gt;
&lt;br /&gt;
2 four-man fireteams consisting of 2 riflemen (possibly scout/sniper), 1 rocket or blaster soldier, and 1 rifleman with a medi-kit&lt;br /&gt;
&lt;br /&gt;
2 command crew who can fulfill any of the above roles, usually riflemen but with their own medi-kit and possibly a heavy weapon&lt;br /&gt;
&lt;br /&gt;
The Avenger allows for a wider variety of loadouts.  &lt;br /&gt;
&lt;br /&gt;
10-man loadout identical to the above suggested for the Skyranger, but with 3 additional HWPs&lt;br /&gt;
&lt;br /&gt;
14, 18, 22, or 26 soldiers, exchanging 1 HWP for each 4-man team&lt;br /&gt;
&lt;br /&gt;
Note that with 22 or 26 soldiers your capacity for heavy weapons and explosives is drastically diminished.  With 18 soldiers there is enough space for the following squad composition:&lt;br /&gt;
&lt;br /&gt;
2 riflemen with 1 rifle, 1 clip, and 2 other items (smoke grenade and electro-flare for example)&lt;br /&gt;
&lt;br /&gt;
1 rifleman/medic with medi-kit in addition to standard rifleman gear&lt;br /&gt;
&lt;br /&gt;
1 rocket/blaster troop with 3 loads and 1 sidearm without ammunition&lt;br /&gt;
&lt;br /&gt;
The 2 additional soldiers outside of the 4-man teams can be used for nearly any purpose, with 8 items to spare between them.&lt;br /&gt;
&lt;br /&gt;
If more than 18 soldiers are used, they will need to sacrifice effectiveness in exchange for numbers.  Substituting laser weapons for the main squad rifles will allow for more equipment.  26 soldiers can only carry one laser rifle and two additional items for a total of 78 items.&lt;br /&gt;
&lt;br /&gt;
== Tanks ==&lt;br /&gt;
&lt;br /&gt;
The choice of soldiers vs. HWPs is highly dependent on play style.  In the early game, tanks are much more expensive than rookies, and funds are tight. However, for players that prefer a highly mobile form of warfare, the increased TUs, energy, and lack of encumbrance means a HWP is able to spearhead assaults, soak up firepower, and disrupt the enemy before your troops finish it off.  Later on, tanks come into their own as highly-mobile expendable scouts. Finally, in the early game when psionics are an unknown threat, the HWP/Rocket Launcher is the safest area-effect weapon in that it cannot be mind controlled whereas a mind-controlled soldier with Rocket Launcher could be devastating to your squad.&lt;br /&gt;
&lt;br /&gt;
If you adopt an all-soldier roster, especially on the [[Avenger]] (26 soldiers!), you will have to work around [[the 80-item limit]].  This will necessitate the use of [[Laser Rifle]]s as your primary squad weapon, as they do not require ammo clips.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor allows troopers to survive longer. However, armor is expensive and can still fail to protect against well-placed heavy plasma shots. Additionally, armor cannot be recovered from dead soldiers. Finally, soldiers are easily replaceable as even a single alien toting a plasma pistol can be sold for a minimum of $104,000 allowing for 2 soldiers and 24,000 to equip them with. Finally, proper use of sniper-spotter tactics, cover, and reaction fire prove a better defense rather than hoping the enemy misses you. &lt;br /&gt;
&lt;br /&gt;
However, such a callous attitude towards your soldiers has its drawbacks. Each soldier lost results in morale penalties to the rest of your troops as well as points lost, which determines the Council&#039;s commitment to funding your troops. These penalties will continue to increase as your soldiers gain experience and thus it is imperative your leaders and veteran soldiers be armored to represent the fact.&lt;br /&gt;
&lt;br /&gt;
Early on, one will not have enough resources to armor every soldier and thus priorities must be set. The rear commander should have the best suit available in the advent of an ambush, with remaining suits going to troops in descending order of rank. Rookies and even squaddies can generally go unarmored as their deaths are mitigated against thanks to the commander.&lt;br /&gt;
&lt;br /&gt;
Power Armor will eventually become the de-facto standard for your troops, as elerium stockpiles begin to occur. The Personal Armor that was once standard will eventually find itself being transferred from base to base in an attempt to armor up all garrison troops until 250 power armored suits come about (as well as surpluses in the advent of troop casualties). Flying armor is useful but not cost-efficient to produce in such numbers sadly enough.&lt;br /&gt;
&lt;br /&gt;
Although [[Flying Suit]]s have the highest armor values, a soldier in mid-air is an easy target.  Flying soldiers will also fail to benefit from ground-level smoke cover, such as at the base of the transport.  Flying Suits may be of greatest benefit to scouts, who need the increased mobility, as well as snipers who can use flight to acquire optimal firing positions.  A mix of [[Power Suit]]s and Flying Suits is probably best overall for your squad.&lt;br /&gt;
&lt;br /&gt;
== Soldier Naming Strategies ==&lt;br /&gt;
&lt;br /&gt;
One useful strategy is to rename all your soldiers alphabetically.  This allows you to see which soldiers will be placed at the front of the transport (arm them with smoke grenades; arm the second row with heavy weapons).  To rename soldiers, click on their names while viewing them via the Soldier screen on base.&lt;br /&gt;
&lt;br /&gt;
Another naming strategy is to add stats to their names.  [[Time Units]], [[Reactions]], [[Firing Accuracy]], [[Strength]], and [[Psionic Strength]] are the most useful stats to display in this fashion.  Keep in mind that soldiers&#039; names will have to be updated when they gain stats from [[experience]]. A less editing intensive method would be to just assign a general role for the unit and stick to it when arming. &lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=22649</id>
		<title>Squad Composition and Tactics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=22649"/>
		<updated>2009-09-07T01:04:51Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM are flexible generic soldiers with no pre-assigned role or duties attached to them. Despite this, they will eventually fall into a variety of roles depending on tactical needs. &lt;br /&gt;
&lt;br /&gt;
Until soldiers hit super-soldier status where they can do anything, they will generally fall into particular roles specializing in scouting, sniping, heavy weapons, psionic support, rear commander, etc. There is a lot of overlap between many of these roles, so there&#039;s a great degree of flexibility available to you. &lt;br /&gt;
&lt;br /&gt;
The choice of role will largely be dependent on the soldiers&#039; initial stats.  However, a soldier&#039;s role can change and may change several times in the course of a single battle. &lt;br /&gt;
&lt;br /&gt;
== Assigning Roles == &lt;br /&gt;
&lt;br /&gt;
The following sections describe some common roles that your soldiers will fall under, along with some scenarios and tips for these roles. &lt;br /&gt;
&lt;br /&gt;
=== Scouts ===&lt;br /&gt;
&lt;br /&gt;
After securing the landing zone during deployment (making sure all nearby aliens are killed, and establishing a front line), you should expand the secured zone using scouts (see [[Sweeping the Battlescape]]).  Some commanders prefer using trained scouts (high [[Reactions]] and [[Time Units]]); others prefer cannon fodder (poor stats).  Aliens will often shoot from unseen locations, making high stats irrelevant, and even a soldier with terrible stats can take advantage of the [[Reaction fire triggers#mutual_surprise|mutual surprise rule]].  &lt;br /&gt;
&lt;br /&gt;
[[Heavy_Weapons_Platforms|Tanks]] make excellent scouts due to their high mobility (70 or 100 TUs, depending on the type) and relative hardiness.  They are also easily replaced, unlike veteran troops.  However, in the early part of the game, funds are very limited, and replacing a few rookies is far less expensive than replacing a tank.&lt;br /&gt;
&lt;br /&gt;
In terms of equipment, the key is to keep the scout light but functional, so weapons such as Laser Pistol may come in useful for rapidly clearing terrain on most levels either so the scout can move through it, or check there is nothing behind a wall or hedge. HE and Smoke Grenades also tend to be useful, along with Motion Detectors, but items like heavy weapons and First Aid kits are best left to the troops following up where needed.&lt;br /&gt;
&lt;br /&gt;
The soldiers at the front of the transport must perform scout duties during deployment, which is probably the highest-risk stage of combat.  Throwing a [[Smoke Grenade]] at the base of the ramp before deploying helps to reduce this risk (do not deploy until Turn 2, after the grenade has detonated). For soldiers with flight capability, it may be also a good idea to deploy a second smoke grenade on the equipment pile to provide a screen if they don&#039;t intend to deploy at ramp level. &lt;br /&gt;
&lt;br /&gt;
If alien(s) are visible from the front of the transport, they should be killed immediately.&lt;br /&gt;
&lt;br /&gt;
The order on the Soldier screen back at base determines the order of troop placement in the transport.  It is unfortunate to have a highly-skilled veteran at the front of the craft, where they are most likely to get killed.  One strategy to prevent this is to reserve the first 6-8 soldiers on the list for base defense duty.  As your front-most troops gain experience, you can assign these reserves to the transport; they will be placed up front.&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] can be used to rearrange the order of your troops.&lt;br /&gt;
&lt;br /&gt;
Upon successfully securing the landing zone, the scout will perform recon duties, locating enemy targets so that snipers and heavy weapon specialists can take them down from range.&lt;br /&gt;
&lt;br /&gt;
=== Snipers ===&lt;br /&gt;
A sniper is a marksman with a highly accurate weapon who kneels and stay in one spot and attacks enemies from a great distance. They are often kept well behind enemy lines and take up positions that will give them a clear view of much of the playing field - occasionally they will have to reposition themselves to get a better angles or clear obstacles such as buildings. Getting height by climbing onto the roofs of buildings or using a Flying Suit assists this task greatly. &lt;br /&gt;
&lt;br /&gt;
Anybody can fill the role of a sniper, but the best snipers generally begin their career with high accuracy, and hone their skill with continual use. High [[Firing Accuracy]] is the main qualification for a sniper as it only has a small window of opportunity to kill. A recruit can start with a maximum score of 70 in this field, yet even troops with a score of 60 can be trained to be worthy snipers.&lt;br /&gt;
&lt;br /&gt;
On their own, Snipers aren&#039;t much to go by unless they can see their targets. They are therefore best combined with scouts who seek out and spot enemy targets. [[Scouting|Scout/Sniper tactics]] are among the most effective tactics in the entire game.  &lt;br /&gt;
&lt;br /&gt;
There are many sniper friendly weapons available, such as all the rifle types, [[Small Launcher]], the [[Heavy Plasma]] and especially  the [[Rocket Launcher]]. The [[Blaster Launcher]] is the ultimate sniper&#039;s weapon - and one that needs absolutely no skill on the user&#039;s part except for careful waypoint plotting. &lt;br /&gt;
&lt;br /&gt;
The [[Plasma Rifle]], is also a good sniper weapon by having the highest snapshot accuracies in the game. Marksmen with over 100 accuracy can score near perfect snapshots when kneeling. (102 accuracy is needed, to be more specific)&lt;br /&gt;
&lt;br /&gt;
=== Heavy weapons ===&lt;br /&gt;
&lt;br /&gt;
A heavy weapon&#039;s specialist consists of a soldier with high strength and firing accuracy, allowing the use of heavy weapons like the [[Rocket Launcher]]. Strength is imperative for the heavy weapons user as [[Time Units#Encumbrance|encumbrance]] penalties affect rate of fire on account of firing costs being calculated from base TUs rather than encumbrance-modified TUs and therefore heavy weapons duty should be restricted to soldiers that have 40+ [[Strength]]. Firing accuracy is important for heavy-cannon users, yet is less important for autocannon, rocket launcher, or blaster launcher users. A loaded [[Rocket Launcher]] with 3 Heavy Rockets weighs 42 units total (see [[Time Units#Encumbrance|Encumbrance]] and [[Item Weights]]).  &lt;br /&gt;
&lt;br /&gt;
Heavy weapons generally involve damage on a wide area of effect. This makes them good for [[Destroying Terrain|clearing terrain]] and for attacking heavily-armored units such as [[Cyberdisc]]s. They are also effective against taking out enemies in cover as even if the shot misses, hitting a terrain piece can result in an indirect hit which still kills.&lt;br /&gt;
&lt;br /&gt;
In the later game, your heavy weapons units will probably carry [[Blaster Launcher]]s.  [[Rear Commander]]s make effective Blaster troops.&lt;br /&gt;
&lt;br /&gt;
Although not strictly a &amp;quot;heavy weapon&amp;quot;, equipping two or more soldiers with a [[Small Launcher]] during the stage of the game when you are trying to capture an alien Navigator, Leader, or Commander is highly recommended (see [[Research#The Minimum Three]]). It can also be used as an incredibly effective anti-large terror unit weapon on the easier difficulty levels. &lt;br /&gt;
&lt;br /&gt;
In open terrain (desert, tundra, not very densely populated rural areas) it may be a good tactic to equip a soldier with a flying suit, rocket launcher and possibly more rockets than they can normally carry. Once the perimeter outside the ship has been secured, the soldier can drop surplus rockets on the ground, then rise to maximum altitude and be used as extremely efficient sniper for even quite long distances - the downward angle causes that most rockets that miss the target hit the ground within a few squares away, catching the enemy in the explosion. Once the soldier runs out of rockets, he can land, resupply and take off again.&lt;br /&gt;
&lt;br /&gt;
=== Loader ===&lt;br /&gt;
&lt;br /&gt;
The role of the Loader (or sometimes referred to as the Ammo Mule in other articles) is to carry ammunition for a heavy weapons specialist. &lt;br /&gt;
&lt;br /&gt;
Ammunition can be heavy in the case of autocannon or rocket ammunition. Usually armed with little more than a pistol, the loader&#039;s role is to provide extra ammunition for a heavy weapon trooper, often by throwing it. This can allow for more sustained anti-tank fire. During a ufo assault, the loader does not find much use among blaster-launcher troops on account of the indirect nature of the blaster launcher allowing its wielder to provide support from the transport (and thus from a steady ammo source). In this case, the loader may end up being transferred to grenadier duty if not killed beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Mind Probe Operators ===&lt;br /&gt;
&lt;br /&gt;
A support role that is commonly performed by reserve troops that are left in the [[Skyranger]]. Any soldier in the safety of the ship can operate a [[Mind Probe]] to read the vital statistics of any alien spotted in the field. &lt;br /&gt;
&lt;br /&gt;
Probe operators are made redundant when well trained psi-troopers are available.&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
&lt;br /&gt;
A variant of the Heavy Weapon specialist, a grenadier is entrusted a large number of grenades than usual (or as many as the grenadier can carry). This role sets out to exploit the grenade&#039;s indirect attack ability to its fullest. Strength is the primary stat to consider, as this controls throwing distance and the soldier&#039;s ability to carry grenades without being encumbered. A high initial throwing accuracy also helps although this ability levels up very quickly. Finally, a high reactions score will help prevent a grenadier from getting gunned down by unseen enemies while lighting the fuse. A grenadier can still operate with low reactions if kept behind enemy spotters. &lt;br /&gt;
&lt;br /&gt;
This role is very effective for attacking cover in open terrain, or for taking out clustered enemies. In close-quarters, the blast radius of a grenade can be a liability yet the ability to clear ambush points is still highly valued. The ability to use proximity grenades as an area-denial weapon, electro flares to light up dark battlefields, or smoke grenades to provide cover lends extra versatility to the grenadier. Armed with high explosives, they can even be useful in taking out terror units or negating the existence of barns. &lt;br /&gt;
&lt;br /&gt;
In addition to a wide selection of grenades, a grenadier is often armed with a light sidearm like a [[Laser Pistol]] as a fall-back weapon when exhausting all the grenades or for emergencies where a floating enemy cannot be hit by an explosion; however some commanders arm their grenadiers solely with grenades, trusting on the snipers to provide support in the advent of flying enemies. Good protection is also recommended to allow for close range detonations.&lt;br /&gt;
&lt;br /&gt;
Some commanders have their grenadiers arm a set of or all their grenades while in cover and hang on to them for the duration of the battle or until spent. While this makes them exceedingly dangerous to be standing next to (if they are knocked out), it allows grenadiers to rapidly deploy grenades in the middle of firefight without having to waste half of their time setting the grenades. A grenadier could launch a grenade, perform some other action and finally ready the next grenade before the turn ends. A stationary grenadier could deploy up to three grenades at once. While this makes them effective, the initial arming stage puts the grenadier out of the action for a fair number of turns.&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
&lt;br /&gt;
A medic is a valuable support role for tending to soldiers that are wounded or unconscious. &lt;br /&gt;
&lt;br /&gt;
A medic is generally an additional role than a role of its own. Any soldier that just so happens to be carrying a [[Medi-Kit]] is a field medic, as soldiers cannot use the kit on themselves.  &lt;br /&gt;
&lt;br /&gt;
If a soldier is in a critically wounded state and has fallen unconscious, a medic needs to tend to the soldier immediately. If the medic is too far away, and time is not on your side, the medic can employ a variant of the [[Grenade Relay]] to get the kit into the hands of a soldier that is closer to the patient. &lt;br /&gt;
&lt;br /&gt;
=== Anti-Psionic Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Also commonly known as Psi-Sponges or decoys.&lt;br /&gt;
&lt;br /&gt;
Before soldiers can be screened scientifically, they can still be equipped to combat [[Psionics]].  This applies to soldiers who have not been tested in psionic scenarios or have been shown to be weak against psionic attack.  These troops can still be valuable.  Anti-psionic soldiers absorb psionic attacks that would otherwise assail stronger minds and eventually [[Panic]] them, and can even kill the psionic alien themselves if for some reason it loses control over them.  This also works best if armor is available for all troops.  &lt;br /&gt;
&lt;br /&gt;
If there are &#039;&#039;&#039;unarmored soldiers&#039;&#039;&#039; i.e. wearing [[Coveralls]], only give psi-weak soldiers [[Stun Rod]]s and [[Smoke Grenade]]s.  Alternatively, one or more of these soldiers can operate as a heavy weapons crew, as long as the psi-weak trooper is not holding a weapon with ammo at the end of a turn.  Other weapons can be handled in this way, but it reduces squad mobility unless two or more can work together, tossing equipment around to each other.&lt;br /&gt;
&lt;br /&gt;
If everyone has &#039;&#039;at least&#039;&#039; [[Personal Armour]], psi-weak soldiers can also equip standard [[Pistol]]s and/or incendiary ammunition.  These weapons are effective against Sectoids, while personal armor negates fire damage and allows an agent to withstand several shots from a pistol.  &lt;br /&gt;
&lt;br /&gt;
If all your soldiers have at least [[Power Suit]]s, the psi-weak soldiers can use standard [[Rifle]]s, [[Auto-Cannon]]s with AC-HE ammo, and standard [[grenade]]s with minimal or no risk to other agents. These weapons are highly effective against Sectoids, allowing you to screen a squad against psionics on Medium UFO and Supply Ship raids without taking friendly casualties.&lt;br /&gt;
&lt;br /&gt;
Grunts in [[Flying Suit]]s can bombard each other with AC-HE and rifle fire throughout the entire mission without a scratch.  Flying suits also hold up well against [[Laser Pistol]]s and &#039;&#039;&#039;Small Rockets&#039;&#039;&#039; from a [[Rocket Launcher]], but use caution with these, as the laser pistol&#039;s lethal rate of fire can whittle down even the most heavily armored soldier from the side or rear... and then a small rocket could possibly finish him off, etc.  Standard rifles and AC-HE seem ideal since they cause no injury.  Standard grenades are much safer, having only a tiny risk of damage to the underside at ground zero.&lt;br /&gt;
&lt;br /&gt;
When raiding sites with Cyberdiscs, it is necessary to use [[HWP]]s or some heavier troops known to be psi-resistant.  These troops can be &amp;quot;discovered&amp;quot; in Sectoid Medium UFO raids using the equipment configurations above.  Those UFOs have less firepower than bases and Battleships, and only one or two psionic officers (who can be captured with stun rods).&lt;br /&gt;
&lt;br /&gt;
[[Ethereal]] sites should only be assaulted by known psi-resistant troops and heavily armored HWPs.  A small element of unarmed psi-weaklings could be taken on smaller raids to train their mental resistances, but only as a peripheral exercise, along with a much more resistant element to ensure mission success.&lt;br /&gt;
&lt;br /&gt;
=== Psi soldiers ===&lt;br /&gt;
&lt;br /&gt;
After [[Psionic Laboratory|Psi-training]], any soldiers with high [[Psionic Strength]] (ideally 80+) should be given a [[Psi-Amp]], and kept off the front lines.  Other units can be used to spot aliens, and your Psi units can safely attack them from a distance.  Once your Psi troops gain high [[Psionic Skill]] as well, your squad will become nearly invincible.  See [[Psionics]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Super Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Any unit that stays alive and does consistently well in picking up combat experience in ground missions will eventually peak all of his or her attributes. &lt;br /&gt;
&lt;br /&gt;
With high stats across the board - with the possible exception of [[Bravery]] and [[Throwing Accuracy]] - this soldier can do practically anything and can specialize in any role you think of.&lt;br /&gt;
&lt;br /&gt;
== The difference between Veterans and Rookies ==&lt;br /&gt;
&lt;br /&gt;
The better stats a soldier has, the less danger you will want to expose him or her to.  &lt;br /&gt;
&lt;br /&gt;
High-ranking soldiers should be left in or near the transport for [[Morale]] reasons (see [[Rear Commander]]). A [[Mind Probe]] or two can be useful in the hands of Rear Commanders.   &lt;br /&gt;
&lt;br /&gt;
Soldiers with the poorest stats should be given the most dangerous duty: for instance, they should be the first unit sent into a UFO - both for training and to protect their senior squad members. As weak soldiers learn at a faster pace than veterans, the experience gained from a being thrown into a dangerous situation and surviving will be extremely beneficial to their careers.&lt;br /&gt;
&lt;br /&gt;
== Fireteams ==&lt;br /&gt;
&lt;br /&gt;
There is safety in numbers: soldiers should generally be moved in groups of 2-4.  If one soldier spots an alien, the others can act as snipers.  Spotting an alien is useless if it kills your scout and you have no troops available to return fire upon the alien.&lt;br /&gt;
&lt;br /&gt;
== Tanks ==&lt;br /&gt;
&lt;br /&gt;
The choice of soldiers vs. HWPs is highly dependent on play style.  In the early game, tanks are much more expensive than rookies, and funds are tight. However, for players that prefer a highly mobile form of warfare, the increased TUs, energy, and lack of encumbrance means a HWP is able to spearhead assaults, soak up firepower, and disrupt the enemy before your troops finish it off.  Later on, tanks come into their own as highly-mobile expendable scouts. Finally, in the early game when psionics are an unknown threat, the HWP/Rocket Launcher is the safest area-effect weapon in that it cannot be mind controlled whereas a mind-controlled soldier with Rocket Launcher could be devastating to your squad.&lt;br /&gt;
&lt;br /&gt;
If you adopt an all-soldier roster, especially on the [[Avenger]] (26 soldiers!), you will have to work around [[the 80-item limit]].  This will necessitate the use of [[Laser Rifle]]s as your primary squad weapon, as they do not require ammo clips.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor allows troopers to survive longer. However, armor is expensive and can still fail to protect against well-placed heavy plasma shots. Additionally, armor cannot be recovered from dead soldiers. Finally, soldiers are easily replaceable as even a single alien toting a plasma pistol can be sold for a minimum of $104,000 allowing for 2 soldiers and 24,000 to equip them with. Finally, proper use of sniper-spotter tactics, cover, and reaction fire prove a better defense rather than hoping the enemy misses you. &lt;br /&gt;
&lt;br /&gt;
However, such a callous attitude towards your soldiers has its drawbacks. Each soldier lost results in morale penalties to the rest of your troops as well as points lost, which determines the Council&#039;s commitment to funding your troops. These penalties will continue to increase as your soldiers gain experience and thus it is imperative your leaders and veteran soldiers be armored to represent the fact.&lt;br /&gt;
&lt;br /&gt;
Early on, one will not have enough resources to armor every soldier and thus priorities must be set. The rear commander should have the best suit available in the advent of an ambush, with remaining suits going to troops in descending order of rank. Rookies and even squaddies can generally go unarmored as their deaths are mitigated against thanks to the commander.&lt;br /&gt;
&lt;br /&gt;
Power Armor will eventually become the de-facto standard for your troops, as elerium stockpiles begin to occur. The Personal Armor that was once standard will eventually find itself being transferred from base to base in an attempt to armor up all garrison troops until 250 power armored suits come about (as well as surpluses in the advent of troop casualties). Flying armor is useful but not cost-efficient to produce in such numbers sadly enough.&lt;br /&gt;
&lt;br /&gt;
Although [[Flying Suit]]s have the highest armor values, a soldier in mid-air is an easy target.  Flying soldiers will also fail to benefit from ground-level smoke cover, such as at the base of the transport.  Flying Suits may be of greatest benefit to scouts, who need the increased mobility, as well as snipers who can use flight to acquire optimal firing positions.  A mix of [[Power Suit]]s and Flying Suits is probably best overall for your squad.&lt;br /&gt;
&lt;br /&gt;
== Soldier Naming Strategies ==&lt;br /&gt;
&lt;br /&gt;
One useful strategy is to rename all your soldiers alphabetically.  This allows you to see which soldiers will be placed at the front of the transport (arm them with smoke grenades; arm the second row with heavy weapons).  To rename soldiers, click on their names while viewing them via the Soldier screen on base.&lt;br /&gt;
&lt;br /&gt;
Another naming strategy is to add stats to their names.  [[Time Units]], [[Reactions]], [[Firing Accuracy]], [[Strength]], and [[Psionic Strength]] are the most useful stats to display in this fashion.  Keep in mind that soldiers&#039; names will have to be updated when they gain stats from [[experience]]. A less editing intensive method would be to just assign a general role for the unit and stick to it when arming. &lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=12236</id>
		<title>Squad Composition and Tactics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=12236"/>
		<updated>2007-08-27T21:16:03Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Anti-Psionic Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Assigning roles ==&lt;br /&gt;
&lt;br /&gt;
Specific roles (such as scout, sniper, heavy weapons, psi, etc.) are largely dependent on your soldiers&#039; stats.  &lt;br /&gt;
&lt;br /&gt;
=== Scouts ===&lt;br /&gt;
&lt;br /&gt;
After securing the landing zone during deployment (making sure all nearby aliens are killed, and establishing a front line), you should expand the secured zone using scouts (see [[Sweeping the Battlescape]]).  Some commanders prefer using trained scouts (high [[Reactions]] and [[TU]]s); others prefer cannon fodder (poor stats).  Aliens will often shoot from unseen locations, making high stats irrelevant, and even a soldier with terrible stats can take advantage of the [[Reaction fire triggers#mutual_surprise|mutual surprise rule]].  &lt;br /&gt;
&lt;br /&gt;
[[Heavy_Weapons_Platforms|Tanks]] make excellent scouts due to their high mobility (70 or 100 TUs, depending on the type) and relative hardiness.  They are also easily replaced, unlike veteran troops.  However, in the early part of the game, funds are very limited, and replacing a few rookies is far less expensive than replacing a tank.&lt;br /&gt;
&lt;br /&gt;
In terms of equipment, the key is to keep the scout light but functional, so weapons such as Laser Pistol may come in useful for rapidly clearing terrain on most levels either so the scout can move through it, or check there is nothing behind a wall or hedge. HE and Smoke Grenades also tend to be useful, along with Motion Detectors, but items like heavy weapons and First Aid kits are best left to the troops following up where needed.&lt;br /&gt;
&lt;br /&gt;
The soldiers at the front of the transport must perform scout duties during deployment, which is probably the highest-risk stage of combat.  Throwing a [[Smoke Grenade]] at the base of the ramp before deploying helps to reduce this risk (do not deploy until Turn 2, after the grenade has detonated).  If alien(s) are visible from the front of the transport, they should be killed immediately.&lt;br /&gt;
&lt;br /&gt;
The order on the Soldier screen back at base determines the order of troop placement in the transport.  It is unfortunate to have a highly-skilled veteran at the front of the craft, where they are most likely to get killed.  One strategy to prevent this is to reserve the first 6-8 soldiers on the list for base defense duty.  As your front-most troops gain experience, you can assign these reserves to the transport; they will be placed up front.&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] can be used to rearrange the order of your troops.&lt;br /&gt;
&lt;br /&gt;
=== Snipers ===&lt;br /&gt;
&lt;br /&gt;
[[Scouting|Scout/Sniper tactics]] are among the most effective tactics in the entire game.  Although it is desirable to have snipers with high [[Firing Accuracy]], any soldier which can safely fire upon an alien from beyond visual range is a good sniper.&lt;br /&gt;
&lt;br /&gt;
If your squad has a mix of low- and high-power weapons (generally [[Laser Rifle]]s and [[Heavy Plasma]]s), give the best weapons to the troops with the highest Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
=== Spotters ===&lt;br /&gt;
&lt;br /&gt;
One effective tactic is to place several soldiers facing a door (see [[Reaction_Training#UFO_exit_ambush|UFO exit ambush]]).  These soldiers should have high [[Reactions]] -- ideally, higher than the Reactions of the aliens they face, although this may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Placing a [[Smoke Grenade]] in front of a UFO door can enhance the ambush tactic: if your spotters are 10-15 squares away from door, aliens will not be able to spot them until they have walked through the smoke cloud, using up their TUs and lowering their [[Reaction fire formula|current Reaction level]], making them easy targets.&lt;br /&gt;
&lt;br /&gt;
=== Heavy weapons ===&lt;br /&gt;
&lt;br /&gt;
In the early game, heavy weapons duty should be restricted to soldiers that have 40+ [[Strength]].  A loaded [[Rocket Launcher]] with 3 Heavy Rockets weighs 42 units total (see [[TU#Encumbrance|Encumbrance]] and [[Item Weights]]).  &lt;br /&gt;
&lt;br /&gt;
Heavy weapons units are good for [[Destroying Terrain|clearing terrain]] and for attacking heavily-armored units such as [[Cyberdisc]]s.&lt;br /&gt;
&lt;br /&gt;
In the later game, your heavy weapons units will probably carry [[Blaster Launcher]]s.  [[Rear Commander]]s make effective Blaster troops.&lt;br /&gt;
&lt;br /&gt;
Although not strictly a &amp;quot;heavy weapon&amp;quot;, equipping two or more soldiers with a [[Small Launcher]] during the stage of the game when you are trying to capture an alien Navigator, Leader, or Commander is highly recommended (see [[Research#The Minimum Three]]).&lt;br /&gt;
&lt;br /&gt;
=== Veterans and rookies ===&lt;br /&gt;
&lt;br /&gt;
The better stats a soldier has, the less danger you will want to expose him or her to.  High-ranking soldiers should be left in or near the transport for [[Morale]] reasons (see [[Rear Commander]]).  a [[Mind Probe]] or two can be useful in the hands of Rear Commanders.   Soldiers with the poorest stats should be given the most dangerous duty: for instance, they should be the first unit sent into a UFO.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Psionic Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Before soldiers can be screened scientifically, they can still be equipped to combat psionics.  This applies to soldiers who have not been tested in psionic scenarios or have been shown to be weak against psionic attack.  These troops can still be valuable.  Anti-psionic soldiers absorb psionic attacks that would otherwise assail stronger minds and eventually panic them, and can even kill the psionic alien themselves if for some reason it loses control over them.  This also works best if armor is available for all troops.  &lt;br /&gt;
&lt;br /&gt;
If there are &#039;&#039;&#039;unarmored soldiers&#039;&#039;&#039;, only give psi-weak soldiers stun rods and smoke grenades.  Alternatively, one or more of these soldiers can operate as a heavy weapons crew, as long as the psi-weak trooper is not holding a weapon with ammo at the end of a turn.  Other weapons can be handled in this way, but it reduces squad mobility unless two or more can work together, tossing equipment around to each other.&lt;br /&gt;
&lt;br /&gt;
If everyone has &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;personal armor&#039;&#039;&#039;, only give psi-weak soldiers standard pistols or incendiary ammunition.  These weapons are effective against Sectoids.  Alternatively, heavier weapons can passed around and dropped at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
If all your soldiers have at least &#039;&#039;&#039;power suits&#039;&#039;&#039;, the psi-weak soldiers can use standard rifles, auto-cannons with HE ammo, and standard grenades with minimal or no risk to other agents. These weapons are highly effective against Sectoids, allowing you to screen a squad against psionics on Medium UFO and Supply Ship raids without taking friendly casualties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying suits&#039;&#039;&#039; reduce the lethality of laser pistols and rocket launchers (especially small rockets).  Point blank bursts to the rear or undersides of a flying suit can still be lethal, but these weapons provide more firepower for clearing Sectoid bases and battleships.  Careful deployment of troops with these weapons can allow them to be used with minimal risk.&lt;br /&gt;
&lt;br /&gt;
When raiding sites with Cyberdiscs, it is necessary to use HWPs or some heavier troops known to be psi-resistant.  These troops can be &amp;quot;discovered&amp;quot; in Sectoid Medium UFO raids using the equipment configurations above.  Those UFOs have less firepower than bases and Battleships, and only one or two psionic officers (who can be captured with stun rods).&lt;br /&gt;
&lt;br /&gt;
Ethereal sites should only be assaulted by known psi-resistant troops and heavily armored HWPs.  A small element of unarmed psi-weaklings could be taken on smaller raids to train their mental resistances, but only as a peripheral exercise, along with a much more resistant element to ensure mission success.&lt;br /&gt;
&lt;br /&gt;
=== Psi soldiers ===&lt;br /&gt;
&lt;br /&gt;
After [[Psionic Laboratory|Psi-training]], any soldiers with high [[Psi Strength]] (ideally 80+) should be given a [[Psi-Amp]], and kept off the front lines.  Other units can be used to spot aliens, and your Psi units can safely attack them from a distance.  Once your Psi troops gain high [[Psi Skill]] as well, your squad will become nearly invincible.  See [[Psionics]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Fireteams ==&lt;br /&gt;
&lt;br /&gt;
There is safety in numbers: soldiers should generally be moved in groups of 2-4.  If one soldier spots an alien, the others can act as snipers.  Spotting an alien is useless if it kills your scout and you have no troops available to return fire upon the alien.&lt;br /&gt;
&lt;br /&gt;
== Tanks ==&lt;br /&gt;
&lt;br /&gt;
The choice of soldiers vs. HWPs is highly dependent on play style.  In the early game, tanks are much more expensive than rookies, and funds are tight.  Later on, tanks come into their own as highly-mobile expendable scouts.&lt;br /&gt;
&lt;br /&gt;
If you adopt an all-soldier roster, especially on the [[Avenger]] (26 soldiers!), you will have to work around [[the 80-item limit]].  This will necessitate the use of [[Laser Rifle]]s as your primary squad weapon, as they do not require ammo clips.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
In cases where you do not have enough armor for all of your soldiers, the first soldiers to get armor should be the front-line troops: those at the front of the craft, and all scouts.  Additional troops should be armored according to their value in combat.  Soldiers with high Reactions are likely to engage in a firefight (particularly if they are used as spotters), and should be armored well.&lt;br /&gt;
&lt;br /&gt;
Although [[Flying Suit]]s have the highest armor values, a soldier in mid-air is an easy target.  Flying soldiers will also fail to benefit from ground-level smoke cover, such as at the base of the transport.  Flying Suits may be of greatest benefit to scouts, who need the increased mobility.  A mix of [[Power Suit]]s and Flying Suits is probably best overall for your squad.&lt;br /&gt;
&lt;br /&gt;
== Soldier naming strategies ==&lt;br /&gt;
&lt;br /&gt;
One useful strategy is to rename all your soldiers alphabetically.  This allows you to see which soldiers will be placed at the front of the transport (arm them with smoke grenades; arm the second row with heavy weapons).  To rename soldiers, click on their names while viewing them via the Soldier screen on base.&lt;br /&gt;
&lt;br /&gt;
Another naming strategy is to add stats to their names.  [[TU]]s, [[Reactions]], [[Firing Accuracy]], [[Strength]], and [[Psi Strength]] are the most useful stats to display in this fashion.  Keep in mind that soldiers&#039; names will have to be updated when they gain stats from [[experience]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=9939</id>
		<title>Squad Composition and Tactics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=9939"/>
		<updated>2007-02-03T15:20:29Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Assigning roles ==&lt;br /&gt;
&lt;br /&gt;
Specific roles (such as scout, sniper, heavy weapons, psi, etc.) are largely dependent on your soldiers&#039; stats.  &lt;br /&gt;
&lt;br /&gt;
=== Scouts ===&lt;br /&gt;
&lt;br /&gt;
After securing the landing zone during deployment (making sure all nearby aliens are killed, and establishing a front line), you should expand the secured zone using scouts (see [[Sweeping the Battlescape]]).  Some commanders prefer using trained scouts (high [[Reactions]] and [[TU]]s); others prefer cannon fodder (poor stats).  Aliens will often shoot from unseen locations, making high stats irrelevant, and even a soldier with terrible stats can take advantage of the [[Reaction fire triggers#mutual_surprise|mutual surprise rule]].  &lt;br /&gt;
&lt;br /&gt;
Tanks make excellent scouts due to their high mobility (100 TUs) and relative hardiness.  They are also easily replaced, unlike veteran troops.  However, in the early part of the game, funds are very limited, and replacing a few rookies is far less expensive than replacing a tank.&lt;br /&gt;
&lt;br /&gt;
The soldiers at the front of the transport must perform scout duties during deployment, which is probably the highest-risk stage of combat.  Throwing a [[Smoke Grenade]] at the base of the ramp before deploying helps to reduce this risk (do not deploy until Turn 2, after the grenade has detonated).  If alien(s) are visible from the front of the transport, they should be killed immediately.&lt;br /&gt;
&lt;br /&gt;
The order on the Soldier screen back at base determines the order of troop placement in the transport.  It is unfortunate to have a highly-skilled veteran at the front of the craft, where they are most likely to get killed.  One strategy to prevent this is to reserve the first 6-8 soldiers on the list for base defense duty.  As your front-most troops gain experience, you can assign these reserves to the transport; they will be placed up front.&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] can be used to rearrange the order of your troops.&lt;br /&gt;
&lt;br /&gt;
=== Snipers ===&lt;br /&gt;
&lt;br /&gt;
[[Scouting|Scout/Sniper tactics]] are among the most effective tactics in the entire game.  Although it is desirable to have snipers with high [[Firing Accuracy]], any soldier which can safely fire upon an alien from beyond visual range is a good sniper.&lt;br /&gt;
&lt;br /&gt;
If your squad has a mix of low- and high-power weapons (generally [[Laser Rifle]]s and [[Heavy Plasma]]s), give the best weapons to the troops with the highest Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
=== Spotters ===&lt;br /&gt;
&lt;br /&gt;
One effective tactic is to place several soldiers facing a door (see [[Reaction_Training#UFO_exit_ambush|UFO exit ambush]]).  These soldiers should have high [[Reactions]] -- ideally, higher than the Reactions of the aliens they face, although this may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Placing a [[Smoke Grenade]] in front of a UFO door can enhance the ambush tactic: if your spotters are 10-15 squares away from door, aliens will not be able to spot them until they have walked through the smoke cloud, using up their TUs and lowering their [[Reaction fire formula|current Reaction level]], making them easy targets.&lt;br /&gt;
&lt;br /&gt;
=== Heavy weapons ===&lt;br /&gt;
&lt;br /&gt;
In the early game, heavy weapons duty should be restricted to soldiers that have 40+ [[Strength]].  A loaded [[Rocket Launcher]] with 3 Heavy Rockets weighs 42 units total (see [[TU#Encumbrance|Encumbrance]] and [[Item Weights]]).  &lt;br /&gt;
&lt;br /&gt;
Heavy weapons units are good for [[Destroying Terrain|clearing terrain]] and for attacking heavily-armored units such as [[Cyberdisc]]s.&lt;br /&gt;
&lt;br /&gt;
In the later game, your heavy weapons units will probably carry [[Blaster Launcher]]s.  [[Rear Commander]]s make effective Blaster troops.&lt;br /&gt;
&lt;br /&gt;
Although not strictly a &amp;quot;heavy weapon&amp;quot;, equipping two or more soldiers with a [[Small Launcher]] during the stage of the game when you are trying to capture an alien Navigator, Leader, or Commander is highly recommended (see [[Research#The Minimum Three]]).&lt;br /&gt;
&lt;br /&gt;
=== Veterans and rookies ===&lt;br /&gt;
&lt;br /&gt;
The better stats a soldier has, the less danger you will want to expose him or her to.  High-ranking soldiers should be left in or near the transport for [[Morale]] reasons (see [[Rear Commander]]).  a [[Mind Probe]] or two can be useful in the hands of Rear Commanders.   Soldiers with the poorest stats should be given the most dangerous duty: for instance, they should be the first unit sent into a UFO.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Psionic Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Before soldiers can be screened scientifically, they can still be equipped to combat psionics.  This applies to soldiers who have not been tested in psionic scenarios or have been shown to be weak against psionic attack.  These troops can still be valuable.  Anti-psionic soldiers absorb psionic attacks that would otherwise assail stronger minds and eventually panic them, and can even kill the psionic alien themselves if for some reason it loses control over them.  This also works best if armor is available for all troops.  &lt;br /&gt;
&lt;br /&gt;
If there are unarmored soldiers, only give psi-weak soldiers stun rods and smoke grenades.  Alternatively, one or more of these soldiers can operate as a heavy weapons crew, as long as the psi-weak trooper is not holding a weapon with ammo at the end of a turn.  Other weapons can be handled in this way, but it reduces squad mobility unless two or more can work together, tossing equipment around to each other.&lt;br /&gt;
&lt;br /&gt;
If everyone has &#039;&#039;at least&#039;&#039; personal armor, only give psi-weak soldiers standard pistols or incendiary ammunition.  These weapons are effective against Sectoids.  Alternatively, heavier weapons can passed around and dropped at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
If all your soldiers have at least power suits, the psi-weak soldiers can use standard rifles, auto-cannons with HE ammo, and standard grenades with minimal or no risk to other agents. These weapons are highly effective against Sectoids, allowing you to screen a squad against psionics on Medium UFO and Supply Ship raids without taking friendly casualties.&lt;br /&gt;
&lt;br /&gt;
Flying suits reduce the lethality of laser pistols and rocket launchers (especially small rockets).  Point blank bursts to the rear or undersides of a flying suit can still be lethal, but these weapons provide more firepower for clearing Sectoid bases and battleships.  Careful deployment of troops with these weapons can allow them to be used with minimal risk.&lt;br /&gt;
&lt;br /&gt;
When raiding sites with Cyberdiscs, it is necessary to use HWPs or some heavier troops known to be psi-resistant.  These troops can be &amp;quot;discovered&amp;quot; in Sectoid Medium UFO raids using the equipment configurations above.  Those UFOs have less firepower than bases and Battleships, and only one or two psionic officers (who can be captured with stun rods).&lt;br /&gt;
&lt;br /&gt;
Ethereal sites should only be assaulted by known psi-resistant troops and heavily armored HWPs.  A small element of unarmed psi-weaklings could be taken on smaller raids to train their mental resistances, but only as a peripheral exercise, along with a much more resistant element to ensure mission success.&lt;br /&gt;
&lt;br /&gt;
=== Psi soldiers ===&lt;br /&gt;
&lt;br /&gt;
After [[Psionic Laboratory|Psi-training]], any soldiers with high [[Psi Strength]] (ideally 80+) should be given a [[Psi-Amp]], and kept off the front lines.  Other units can be used to spot aliens, and your Psi units can safely attack them from a distance.  Once your Psi troops gain high [[Psi Skill]] as well, your squad will become nearly invincible.  See [[Psionics]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Fireteams ==&lt;br /&gt;
&lt;br /&gt;
There is safety in numbers: soldiers should generally be moved in groups of 2-4.  If one soldier spots an alien, the others can act as snipers.  Spotting an alien is useless if it kills your scout and you have no troops available to return fire upon the alien.&lt;br /&gt;
&lt;br /&gt;
== Tanks ==&lt;br /&gt;
&lt;br /&gt;
The choice of soldiers vs. HWPs is highly dependent on play style.  In the early game, tanks are much more expensive than rookies, and funds are tight.  Later on, tanks come into their own as highly-mobile expendable scouts.&lt;br /&gt;
&lt;br /&gt;
If you adopt an all-soldier roster, especially on the [[Avenger]] (26 soldiers!), you will have to work around [[the 80-item limit]].  This will necessitate the use of [[Laser Rifle]]s as your primary squad weapon, as they do not require ammo clips.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
In cases where you do not have enough armor for all of your soldiers, the first soldiers to get armor should be the front-line troops: those at the front of the craft, and all scouts.  Additional troops should be armored according to their value in combat.  Soldiers with high Reactions are likely to engage in a firefight (particularly if they are used as spotters), and should be armored well.&lt;br /&gt;
&lt;br /&gt;
Although [[Flying Suit]]s have the highest armor values, a soldier in mid-air is an easy target.  Flying soldiers will also fail to benefit from ground-level smoke cover, such as at the base of the transport.  Flying Suits may be of greatest benefit to scouts, who need the increased mobility.  A mix of [[Power Suit]]s and Flying Suits is probably best overall for your squad.&lt;br /&gt;
&lt;br /&gt;
== Soldier naming strategies ==&lt;br /&gt;
&lt;br /&gt;
One useful strategy is to rename all your soldiers alphabetically.  This allows you to see which soldiers will be placed at the front of the transport (arm them with smoke grenades; arm the second row with heavy weapons).  To rename soldiers, click on their names while viewing them via the Soldier screen on base.&lt;br /&gt;
&lt;br /&gt;
Another naming strategy is to add stats to their names.  [[TU]]s, [[Reactions]], [[Firing Accuracy]], [[Strength]], and [[Psi Strength]] are the most useful stats to display in this fashion.  Keep in mind that soldiers&#039; names will have to be updated when they gain stats from [[experience]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Field_Manual:_Platoon_Organization&amp;diff=9938</id>
		<title>Field Manual: Platoon Organization</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Field_Manual:_Platoon_Organization&amp;diff=9938"/>
		<updated>2007-02-03T13:40:28Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* 1003 GENERAL PLATOON ORGANIZATION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chapter 1&lt;br /&gt;
Platoon Organization and Makeup&lt;br /&gt;
&lt;br /&gt;
==1001 INTRODUCTION==&lt;br /&gt;
&lt;br /&gt;
The combat effectiveness of every unit is based on three factors: experience, equipment, and organization. Generally, the latter comes with the former; as a unit gains experience, the individual members grow into a cohesive, organized squad. However, one does not have to wait for combat to develop a command structure – in fact, one should not wait until combat. A well-organized, though inexperienced, unit will always suffer fewer casualties than one in which there is no unit organization.&lt;br /&gt;
&lt;br /&gt;
==1002 HISTORY==&lt;br /&gt;
&lt;br /&gt;
X-COM derives much of its military organization from the armed forces of its member nations. However, the “traditional” squad and platoon command structure is rendered ineffective by the relatively small size of X-COM. This necessitated major revisions to our organizational ‘template.’&lt;br /&gt;
&lt;br /&gt;
Firstly, squads. Traditionally, they had only one commanding officer – a sergeant or NCO. In the revised structure, they have three officers, one of whom assumes overall command. This allows the squad to break up into semi-independent ‘teams’ of three or four, providing greater flexibility within the squad structure.&lt;br /&gt;
&lt;br /&gt;
Secondly, platoons. Traditionally consisting of two to four squads, led by a lieutenant with an NCO as second, the platoon is the next-largest unit within X-COM. The structure has been kept for this unit; however, the ranking officer and his second may be of higher rank. &lt;br /&gt;
&lt;br /&gt;
Lastly, companies. Since X-COM is not expected to expand beyond five full-sized platoons, the “company” designation is ignored. Again, the ranks – captain with a first sergeant – are regarded as “minimum” ranks for the position.&lt;br /&gt;
&lt;br /&gt;
==1003 GENERAL PLATOON ORGANIZATION==		&lt;br /&gt;
As stated above, a platoon in a larger army consists of two to four squads, led by a Lieutenant or higher and NCO second.  However, X-Com is a Special Forces-only organization, and the platoon is the largest combat unit that will be deployed.  Therefore, there will only be six ranks for X-Com agents:  Three Enlisted and three Officer ranks.&lt;br /&gt;
&lt;br /&gt;
 Rookie = E1-E2 (Private)&lt;br /&gt;
 Squaddie = E3-E4 (PFC, Cpl)&lt;br /&gt;
 Sergeant = E5-E9 (Sgt/NCO)&lt;br /&gt;
 Captain = O1-O3 (Lt, Cpt)&lt;br /&gt;
 Colonel = O4-O6 (Maj, Col)&lt;br /&gt;
 Commander = 07+ (General)&lt;br /&gt;
&lt;br /&gt;
X-Com Captains will often serve the same roles as conventional Lieutenants, and the ranks may become filled with Sergeants; hence a veteran X-Com landing platoon (2 or more squads) may be composed of a number of Rookies, Squaddies, and Sergeants, with Captains as squad leaders.&lt;br /&gt;
&lt;br /&gt;
A Captain, Colonel, or even Commander should be on board any landing craft to provide morale for the lower ranked soldiers.  This mission commander should be a &amp;quot;rear commander&amp;quot; and should primarily perform support, auxiliary, and sniper functions from a protected position.&lt;br /&gt;
&lt;br /&gt;
[[Category: Field Manual|Platoon]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9639</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9639"/>
		<updated>2007-01-30T22:10:56Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore the landing site and, if possible, gain entry to the UFO. The mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics for [[Sweeping the Battlescape]].  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).  &#039;&#039;Save the point soldier&#039;s TUs until after the rest of the team has used all of theirs.&#039;&#039;  Remember to NOT &#039;&#039;throw&#039;&#039; explosives until AFTER you have &#039;&#039;fired&#039;&#039; explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3a.  BANZAI!!&#039;&#039;&#039;  (Note:  Without the right equipment, this can be considered a &amp;quot;sacrificial rookie&amp;quot; tactic; but with the right equipment the rookie stands a good chance of survival.  Consider a [[Power Suit]] and an [[Auto Cannon]] with explosive ammunition for for this purpose, at least for the frontline rookies.)  &lt;br /&gt;
&lt;br /&gt;
The point may have to take one for the team.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and then come out to shoot the team (who burned all their TUs up covering the point).  Even if the point tries to retreat, he may be shot, and if he is using a rifle-type weapon, he may still get shot after killing one alien.  The solution is to use whatever explosives he is carrying to kill as many aliens inside as possible before dying, or upon death.  Sufficient armor will allow him to do this with minimal personal risk.  &lt;br /&gt;
&lt;br /&gt;
Do this AFTER the team has tried and failed to clear the room.  If he is carrying a grenade, prime it and, if for some reason he can&#039;t toss it (usually because he spent 8-14 TUs getting to and through the door) move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If they don&#039;t kill him, and he has 2 TUs left, he can drop the primed grenade.  This also works with smoke if the aliens are far enough away.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  The edge of a rocket blast is also much less dangerous in armor.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.  Another option is the [[Small Launcher]], but the point has no defense against [[Stun Bomb]]s. (see also #3b below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3b. Shoot the rookie (gently).&#039;&#039;&#039;  Send one rookie, wearing any armor, through the door.  If he survives (which he often does, thanks to the mutual surprise rule), he can safely turn around to spot any aliens, as turning does not provoke [[Reaction fire triggers|Reaction fire]].  Unfortunately, taking any other action will likely prove fatal.  So shoot him - with a [[Stun Bomb]].  With any luck, he&#039;ll drop to the floor, [[Unconscious]] - but alive (as long as he wasn&#039;t carrying a live grenade).  Snipers can then shoot through the door at spotted aliens, from outside their sight range.  This tactic works quite well when assaulting a [[Large Scout]] with destroyed interior; firing a large rocket through the open door and into the back wall has a good chance of killing the aliens who tend to lurk in that area.&lt;br /&gt;
&lt;br /&gt;
The rookie could also carry a primed [[Smoke Grenade]].  This will go off after the rookie drops (for whatever reason), providing cover for the next soldier through the door.  &lt;br /&gt;
&lt;br /&gt;
Another soldier can pick him up and/or revive him after the room is secured.  Be careful with explosives until then, as it is very easy to kill an unconscious soldier in any armor.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Strategy:  Ambush (The old Stand-by).&#039;&#039;&#039;  Depending on your soldiers&#039; [[Reactions]] and [[TU|Time Units]], you may be able to form a firing line outside of dangerous rooms to wait for the aliens to emerge.  On Superhuman difficulty, simply waiting outside a door may not prevent the emerging aliens from getting the first shot.  You may need to force them to move out further, depleting TUs and ending up with less [[Reaction fire formula|Initiative]] when they sight your soldiers.  This can be accomplished by waiting around a nearby corner or by deploying a Smoke Grenade in front of the door with several squares&#039; distance between the door and your firing line.  Most of the aliens will pile out by Turn 20 or 21, but often a command crew will remain inside larger UFOs, and you still might employ the above tactics to finish the mission.&lt;br /&gt;
&lt;br /&gt;
Also, beware of Blaster Bombs when setting up an ambush.  If there is a clear path to a blaster-wielding Commander or Engineer (on battleships and base missions) it will blast the ambush team almost invariably.  This is not a problem on all other UFOs (those not carrying blaster troopers).  [[Terror Units (UFO Defense)|Terror Units]] also pose a threat to ambush teams due to their typically high armor and TUs.  For these reasons, ambushes on missions associated with Terror Ships and Battleships should be carefully planned.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplemental Measure:  Make a new hole.&#039;&#039;&#039;  A second entry in a UFO exterior created by a [[Blaster Bomb]] (or [[Heavy Plasma]] for interior walls) is generally safer than a pre-existing door.  The aliens are usually paying attention to the UFO doors instead; they only gang up around the new holes if they see you coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP. After clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door. Clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds. Five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right, the second turns left, checks the corner, then turns to stand next to the closed door to the south, third advances past second guy to snipe towards control room, and the fourth (if time) enters the closed door to the south. Then it&#039;s just a matter of leap-frogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you will get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a [[Blaster Launcher|blaster bomb]].  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9634</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9634"/>
		<updated>2007-01-30T17:11:16Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore the landing site and, if possible, gain entry to the UFO. The mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics for [[Sweeping the Battlescape]].  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  (Note:  Without the right equipment, this can be considered a &amp;quot;sacrificial rookie&amp;quot; tactic; but with the right equipment the rookie stands a good chance of survival.  Consider a [[Power Suit]] and an [[Auto Cannon]] with explosive ammunition for for this purpose, at least for the frontline rookies.)  &lt;br /&gt;
&lt;br /&gt;
The point may have to take one for the team.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and then come out to shoot the team (who burned all their TUs up covering the point).  Even if the point tries to retreat, he may be shot, and if he is using a rifle-type weapon, he may still get shot after killing one alien.  The solution is to use whatever explosives he is carrying to kill as many aliens inside as possible before dying, or upon death.  Sufficient armor will allow him to do this with minimal personal risk.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If they don&#039;t kill him, and he has 2 TUs left, he can drop the primed grenade.  This also works with smoke if the aliens are far enough away.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  The edge of a rocket blast is also much less dangerous in armor.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Shoot the rookie (gently).&#039;&#039;&#039;  Send one rookie, wearing [[Coveralls]], through the door.  If he survives (which he often does, thanks to the mutual surprise rule), he can safely turn around to spot any aliens, as turning does not provoke [[Reaction fire triggers|Reaction fire]].  Unfortunately, taking any other action will likely prove fatal.  So shoot him - with a [[Stun Bomb]].  With any luck, he&#039;ll drop to the floor, [[Unconscious]] - but alive (as long as he wasn&#039;t carrying a live grenade).  Snipers can then shoot through the door at spotted aliens, from outside their sight range.  This tactic works quite well when assaulting a [[Large Scout]] with destroyed interior; firing a large rocket through the open door and into the back wall has a good chance of killing the aliens who tend to lurk in that area.&lt;br /&gt;
&lt;br /&gt;
The rookie could also carry a primed [[Smoke Grenade]].  This will go off after the rookie drops (for whatever reason), providing cover for the next soldier through the door.  &lt;br /&gt;
&lt;br /&gt;
Another soldier can pick him up and/or revive him after the room is secured.  Be careful with explosives until then, as it is very easy to kill an unconscious soldier in any armor.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.  Ambush.&#039;&#039;&#039;  Depending on your soldiers&#039; [[Reactions]] and [[TU|Time Units]], you may be able to form a firing line outside of dangerous rooms to wait for the aliens to emerge.  On Superhuman difficulty, simply waiting outside a door may not prevent the emerging aliens from getting the first shot.  You may need to force them to move out further, depleting TUs and ending up with less [[Reaction fire formula|Initiative]] when they sight your soldiers.  This can be accomplished by waiting around a nearby corner or by deploying a Smoke Grenade in front of the door with several squares&#039; distance between the door and your firing line.  Most of the aliens will pile out by Turn 20 or 21, but often a command crew will remain inside larger UFOs, and you still might employ the above tactics to finish the mission.&lt;br /&gt;
&lt;br /&gt;
Also, beware of Blaster Bombs when setting up an ambush.  If there is a clear path to a blaster-wielding Commander or Engineer (on battleships and base missions) it will blast the ambush team almost invariably.  This is not a problem on all other UFOs (those not carrying blaster troopers).  [[Terror Units (UFO Defense)|Terror Units]] also pose a threat to ambush teams due to their typically high armor and TUs.  For these reasons, ambushes on missions associated with Terror Ships and Battleships should be carefully planned.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.  Make a new hole.&#039;&#039;&#039;  A second entry in a UFO exterior created by a [[Blaster Bomb]] (or [[Heavy Plasma]] for interior walls) is generally safer than a pre-existing door.  The aliens are usually paying attention to the UFO doors instead; they only gang up around the new holes if they see you coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP. After clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door. Clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds. Five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right, the second turns left, checks the corner, then turns to stand next to the closed door to the south, third advances past second guy to snipe towards control room, and the fourth (if time) enters the closed door to the south. Then it&#039;s just a matter of leap-frogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you will get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a [[Blaster Launcher|blaster bomb]].  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9633</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9633"/>
		<updated>2007-01-30T16:50:33Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore the landing site and, if possible, gain entry to the UFO. The mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics for [[Sweeping the Battlescape]].  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  (Note:  Without the right equipment, this can be considered a &amp;quot;sacrificial rookie&amp;quot; tactic; but with the right equipment the rookie stands a good chance of survival.  Consider a [[Power Suit]] and an [[Auto Cannon]] with explosive ammunition for for this purpose, at least for the frontline rookies.)  &lt;br /&gt;
&lt;br /&gt;
The point may have to take one for the team.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and then come out to shoot the team (who burned all their TUs up covering the point).  Even if the point tries to retreat, he may be shot, and if he is using a rifle-type weapon, he may still get shot after killing one alien.  The solution is to use whatever explosives he is carrying to kill as many aliens inside as possible before dying, or upon death.  Sufficient armor will allow him to do this with minimal personal risk.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If they don&#039;t kill him, and he has 2 TUs left, he can drop the primed grenade.  This also works with smoke if the aliens are far enough away.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  The edge of a rocket blast is also much less dangerous in armor.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Shoot the rookie (gently).&#039;&#039;&#039;  Send one rookie, wearing [[Coveralls]], through the door.  If he survives (which he often does, thanks to the mutual surprise rule), he can safely turn around to spot any aliens, as turning does not provoke [[Reaction fire triggers|Reaction fire]].  Unfortunately, taking any other action will likely prove fatal.  So shoot him - with a [[Stun Bomb]].  With any luck, he&#039;ll drop to the floor, [[Unconscious]] - but alive (as long as he wasn&#039;t carrying a live grenade).  Snipers can then shoot through the door at spotted aliens, from outside their sight range.  This tactic works quite well when assaulting a [[Large Scout]] with destroyed interior; firing a large rocket through the open door and into the back wall has a good chance of killing the aliens who tend to lurk in that area.&lt;br /&gt;
&lt;br /&gt;
The rookie could also carry a primed [[Smoke Grenade]].  This will go off after the rookie drops (for whatever reason), providing cover for the next soldier through the door.  &lt;br /&gt;
&lt;br /&gt;
Another soldier can pick him up and/or revive him after the room is secured.  Be careful with explosives until then, as it is very easy to kill an unconscious soldier in any armor.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.  Ambush.&#039;&#039;&#039;  Depending on your soldiers&#039; [[Reactions]] and [[TU|Time Units]], you may be able to form a firing line outside of dangerous rooms to wait for the aliens to emerge.  On Superhuman difficulty, simply waiting outside a door may not prevent the emerging aliens from getting the first shot.  You may need to force them to move out further, depleting TUs and ending up with less [[Reaction fire formula|Initiative]] when they sight your soldiers.  This can be accomplished by waiting around a nearby corner or by deploying a Smoke Grenade in front of the door with a few squares&#039; distance between the door and your firing line.  Most of the aliens will pile out by Turn 20 or 21, but often a command crew will remain inside larger UFOs, and you still might employ the above tactics to finish the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.  Make a new hole.&#039;&#039;&#039;  A second entry in a UFO exterior created by a [[Blaster Bomb]] (or [[Heavy Plasma]] for interior walls) is generally safer than a pre-existing door.  The aliens are usually paying attention to the UFO doors instead; they only gang up around the new holes if they see you coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP. After clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door. Clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds. Five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right, the second turns left, checks the corner, then turns to stand next to the closed door to the south, third advances past second guy to snipe towards control room, and the fourth (if time) enters the closed door to the south. Then it&#039;s just a matter of leap-frogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you will get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a [[Blaster Launcher|blaster bomb]].  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Warface&amp;diff=9631</id>
		<title>User:Warface</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Warface&amp;diff=9631"/>
		<updated>2007-01-30T06:00:19Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With my shield or on it.&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9597</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9597"/>
		<updated>2007-01-27T05:36:27Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore the landing site and, if possible, gain entry to the UFO. The mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics for [[Sweeping the Battlescape]].  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  (Note:  Without the right equipment, this can be considered a &amp;quot;sacrificial rookie&amp;quot; tactic; but with the right equipment the rookie stands a good chance of survival.  Consider a [[Power Suit]] and an [[Auto Cannon]] with explosive ammunition for for this purpose, at least for the frontline rookies.)  &lt;br /&gt;
&lt;br /&gt;
The point may have to take one for the team.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and then come out to shoot the team (who burned all their TUs up covering the point).  Even if the point tries to retreat, he may be shot, and if he is using a rifle-type weapon, he may still get shot after killing one alien.  The solution is to use whatever explosives he is carrying to kill as many aliens inside as possible before dying, or upon death.  Sufficient armor will allow him to do this with minimal personal risk.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If they don&#039;t kill him, and he has 2 TUs left, he can drop the primed grenade.  This also works with smoke if the aliens are far enough away.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  The edge of a rocket blast is also much less dangerous in armor.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Shoot the rookie (gently).&#039;&#039;&#039;  Send one rookie, wearing [[Coveralls]], through the door.  If he survives (which he often does, thanks to the mutual surprise rule), he can safely turn around to spot any aliens, as turning does not provoke [[Reaction fire triggers|Reaction fire]].  Unfortunately, taking any other action will likely prove fatal.  So shoot him - with a [[Stun Bomb]].  With any luck, he&#039;ll drop to the floor, [[Unconscious]] - but alive (as long as he wasn&#039;t carrying a live grenade).  Snipers can then shoot through the door at spotted aliens, from outside their sight range.  This tactic works quite well when assaulting a [[Large Scout]] with destroyed interior; firing a large rocket through the open door and into the back wall has a good chance of killing the aliens who tend to lurk in that area.&lt;br /&gt;
&lt;br /&gt;
The rookie could also carry a primed [[Smoke Grenade]].  This will go off after the rookie drops (for whatever reason), providing cover for the next soldier through the door.  &lt;br /&gt;
&lt;br /&gt;
Another soldier can pick him up and/or revive him after the room is secured.  Be careful with explosives until then, as it is very easy to kill an unconscious soldier in any armor.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.  Make a new hole.&#039;&#039;&#039;  A second entry in a UFO exterior created by a [[Blaster Bomb]] (or [[Heavy Plasma]] for interior walls) is generally safer than a pre-existing door.  The aliens are usually paying attention to the UFO doors instead; they only gang up around the new holes if they see you coming.&lt;br /&gt;
 &lt;br /&gt;
Note:  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP. After clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door. Clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds. Five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right, the second turns left, checks the corner, then turns to stand next to the closed door to the south, third advances past second guy to snipe towards control room, and the fourth (if time) enters the closed door to the south. Then it&#039;s just a matter of leap-frogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you will get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a [[Blaster Launcher|blaster bomb]].  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=9594</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=9594"/>
		<updated>2007-01-26T04:17:19Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Bounding Overwatch (&amp;quot;Leapfrog&amp;quot;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Transport==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other Sectoids didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over agents. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect agents. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow agents a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy. Since the alien can see any units disembarking from the Avenger and thus reaction fire on them, the movement of the HWP will make the alien spend its remaining TUs firing at him, preventing it from reacting to the agents. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies if possible. In this case the HWP made the alien spend its remaining TUs so the agent will be safe from harm even though he debarked within sight of the alien. Tanks are better to lose than an experienced agent. Tank number one then clears the shooting lane. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The Sectoid is killed by the agent who just disembarked.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the deployment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
See [[Scouting]]&lt;br /&gt;
&lt;br /&gt;
==Sweeping the Battlescape==&lt;br /&gt;
See [[Sweeping the Battlescape]]&lt;br /&gt;
&lt;br /&gt;
==Bounding Overwatch (&amp;quot;Leapfrog&amp;quot;)==&lt;br /&gt;
This is a common tactic used by modern armies for advancing (or retreating) ground troops and vehicles.  One part of the unit advances while being covered by another part of the unit.  In X-Com, this translates to part of a fire team saving time units while the other part attempts to move forward and/or find cover.  The scout or forward element moves forward slowly, using about half its time units to establish firing positions.  The rear element may not move at all if the scouts don&#039;t see any enemies to engage or cover to move to, or they may move up to cover or firing positions located by the scouts.  If enemies are spotted, the rear element can fire with less risk (on the player turn) than the scouts.  The scouts then have time to move to the next cover and repeat the process.  The rear element may, in some cases, move forward and become the scout element on the next turn; hence the nickname &amp;quot;leapfrog.&amp;quot;  On open terrain, the rear element can move nearly as far forward as the scout&#039;s position, and the scout may move back slightly to keep any unseen enemies at maximum range.  This keeps the team ready for [[Reactions]] (on the enemy turn) in the absence of cover.&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The [[Grenade Relay]] is also known as the hot potato. The grenade relay is best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Flares vs. incendiaries for night-time illumination==&lt;br /&gt;
&lt;br /&gt;
===Flares===&lt;br /&gt;
Flares are very handy in general:&lt;br /&gt;
* They never &amp;quot;burn out&amp;quot; -- although they can be destroyed by explosives (such as a grenade)&lt;br /&gt;
* They do not cause fires like [[incendiary|IC ammo]], allowing you more use of smoke as cover (only about 400 squares on the map can be covered by smoke or fire at any given time -- see [[Smoke Grenade#Map Limitations]])&lt;br /&gt;
* They can be picked up and reused, including as part of a [[grenade relay]]&lt;br /&gt;
* They weigh less than an Auto Cannon with IC ammo&lt;br /&gt;
&lt;br /&gt;
Flares are most useful when carried by the soldiers deployed at the front of transport.&lt;br /&gt;
&lt;br /&gt;
===Incdendiary weapons===&lt;br /&gt;
Fires caused by IC weapons will illuminate nearby squares.  An [[Auto Cannon]] with IC ammo is the most commonly-used option.&lt;br /&gt;
* The fire can serve as a supplemental, if weak, weapon (but keep it away from your soldiers unless they have [[Personal Armor]] or better)&lt;br /&gt;
* Fire is good for clearing out terrain and flushing out alien units&lt;br /&gt;
* Fire will burn out after a while, although it will not be extinguished by explosions (but it can be by [[Smoke Grenade]]s).&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=9593</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=9593"/>
		<updated>2007-01-26T04:15:52Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Bounding Overwatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Transport==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other Sectoids didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over agents. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect agents. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow agents a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy. Since the alien can see any units disembarking from the Avenger and thus reaction fire on them, the movement of the HWP will make the alien spend its remaining TUs firing at him, preventing it from reacting to the agents. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies if possible. In this case the HWP made the alien spend its remaining TUs so the agent will be safe from harm even though he debarked within sight of the alien. Tanks are better to lose than an experienced agent. Tank number one then clears the shooting lane. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The Sectoid is killed by the agent who just disembarked.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the deployment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
See [[Scouting]]&lt;br /&gt;
&lt;br /&gt;
==Sweeping the Battlescape==&lt;br /&gt;
See [[Sweeping the Battlescape]]&lt;br /&gt;
&lt;br /&gt;
==Bounding Overwatch (&amp;quot;Leapfrog&amp;quot;)==&lt;br /&gt;
This is a common tactic used by modern armies for advancing ground troops and vehicles.  One part of the unit advances while being covered by another part of the unit.  In X-Com, this translates to part of a fire team saving time units while the other part attempts to move forward and/or find cover.  The scout or forward element moves forward slowly, using about half its time units to establish firing positions.  The rear element may not move at all if the scouts don&#039;t see any enemies to engage or cover to move to, or they may move up to cover or firing positions located by the scouts.  If enemies are spotted, the rear element can fire with less risk (on the player turn) than the scouts.  The scouts then have time to move to the next cover and repeat the process.  The rear element may, in some cases, move forward and become the scout element on the next turn; hence the nickname &amp;quot;leapfrog.&amp;quot;  On open terrain, the rear element can move nearly as far forward as the scout&#039;s position, and the scout may move back slightly to keep any unseen enemies at maximum range.  This keeps the team ready for [[Reactions]] (on the enemy turn) in the absence of cover.&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The [[Grenade Relay]] is also known as the hot potato. The grenade relay is best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Flares vs. incendiaries for night-time illumination==&lt;br /&gt;
&lt;br /&gt;
===Flares===&lt;br /&gt;
Flares are very handy in general:&lt;br /&gt;
* They never &amp;quot;burn out&amp;quot; -- although they can be destroyed by explosives (such as a grenade)&lt;br /&gt;
* They do not cause fires like [[incendiary|IC ammo]], allowing you more use of smoke as cover (only about 400 squares on the map can be covered by smoke or fire at any given time -- see [[Smoke Grenade#Map Limitations]])&lt;br /&gt;
* They can be picked up and reused, including as part of a [[grenade relay]]&lt;br /&gt;
* They weigh less than an Auto Cannon with IC ammo&lt;br /&gt;
&lt;br /&gt;
Flares are most useful when carried by the soldiers deployed at the front of transport.&lt;br /&gt;
&lt;br /&gt;
===Incdendiary weapons===&lt;br /&gt;
Fires caused by IC weapons will illuminate nearby squares.  An [[Auto Cannon]] with IC ammo is the most commonly-used option.&lt;br /&gt;
* The fire can serve as a supplemental, if weak, weapon (but keep it away from your soldiers unless they have [[Personal Armor]] or better)&lt;br /&gt;
* Fire is good for clearing out terrain and flushing out alien units&lt;br /&gt;
* Fire will burn out after a while, although it will not be extinguished by explosions (but it can be by [[Smoke Grenade]]s).&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9549</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9549"/>
		<updated>2007-01-19T16:03:28Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics for [[Sweeping the Battlescape]].  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  (Note:  Without the right equipment, this can be considered a &amp;quot;sacrificial rookie&amp;quot; tactic; but with the right equipment the rookie stands a good chance of survival.  Consider a [[Power Suit]] and and [[Auto Cannon]] with explosive ammunition for for this purpose, at least for the frontline rookies .)  &lt;br /&gt;
&lt;br /&gt;
The point may have to take one for the team.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and come out to shoot the team (who burned all their TUs up covering the point).  Even if the point tries to retreat, he may be shot, and if he is using a rifle-type weapon, he may still get shot after killing one alien.  The solution is to use whatever explosives he is carrying to kill as many aliens inside as possible before dying, or upon death.  Sufficient armor will allow him to do this with minimal personal risk.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If they don&#039;t kill him, and he has 2 TUs left, he can drop the primed grenade.  This also works with smoke if the aliens are far enough away.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  The edge of a rocket blast is also much less dangerous in armor.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.  Make a new hole.&#039;&#039;&#039;  A second entry in a UFO exterior created by a [[Blaster Bomb]] (or [[Heavy Plasma]] for interior walls) is generally safer than a preexisting door.  The aliens are usually paying attention the UFO doors instead; they only gang up around the new holes if they see you coming.&lt;br /&gt;
 &lt;br /&gt;
Note:  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP; after clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door; clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds; five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right; the second turns left, checks the corner, then turns to stand next to the closed door to the south; third advances past second guy to snipe towards control room; fourth (if time) enters closed door to the south. Then it&#039;s just a matter of leapfrogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a blaster bomb.  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9510</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9510"/>
		<updated>2007-01-13T19:42:28Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics for [[Sweeping the Battlescape]].  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  The rookie is expendable.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and come out to shoot the team (who burned all their TUs up covering the point).  The solution is to make the point kill as many aliens inside as possible before dying, or upon death.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.  Make a new hole.&#039;&#039;&#039;  A second entry in a UFO exterior created by a [[Blaster Bomb]] (or [[Heavy Plasma]] for interior walls) is generally safer than a preexisting door.  The aliens are usually paying attention the UFO doors instead; they only gang up around the new holes if they see you coming.&lt;br /&gt;
 &lt;br /&gt;
Note:  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP; after clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door; clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds; five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right; the second turns left, checks the corner, then turns to stand next to the closed door to the south; third advances past second guy to snipe towards control room; fourth (if time) enters closed door to the south. Then it&#039;s just a matter of leapfrogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a blaster bomb.  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9502</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9502"/>
		<updated>2007-01-12T15:50:28Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Breaching UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics to sweep the battlescape.  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  The rookie is expendable.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and come out to shoot the team (who burned all their TUs up covering the point).  The solution is to make the point kill as many aliens inside as possible before dying, or upon death.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
Note:  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP; after clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door; clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds; five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right; the second turns left, checks the corner, then turns to stand next to the closed door to the south; third advances past second guy to snipe towards control room; fourth (if time) enters closed door to the south. Then it&#039;s just a matter of leapfrogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a blaster bomb.  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9501</id>
		<title>UFO Ground Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Ground_Assault&amp;diff=9501"/>
		<updated>2007-01-12T15:47:56Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
==Breaching UFOs==&lt;br /&gt;
Most of a UFO ground assault is like any other mission.  Use smoke grenades to disembark; illuminate the exterior in night missions with flares or fires; and use fire team tactics to sweep the battlescape.  The moment of entry into the UFO can be a unique challenge, however, as the first soldier inside a UFO strongroom is often a guaranteed casualty.  Several measures can be taken to reduce the agony of this crucial (and sometimes climactic) phase of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.  Rookies (&amp;quot;puppets&amp;quot;) first.&#039;&#039;&#039;  It never hurts to deliberately take a few rookies or underachievers to absorb enemy reaction shots and/or psionic attacks.  (You end up with a lot more Sergeants as these guys are rotated in and out of the Skyranger.)  One of these should be sent first through UFO doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Cover the point.&#039;&#039;&#039;  Have the rest of his fire team positioned a few squares behind with plenty of TUs to fire over his shoulder.  They may be able to throw explosives (or even smoke) into the room, or even shoot all the aliens inside.  They risk shooting the point (the rookie who entered the door), but the aliens are more likely to do that if you don&#039;t kill them all first.  Any TUs the rookie uses to kneel, escape, or fire may get him shot.  The aliens will have a harder time returning fire against shots over his shoulder (hitting the UFO wall etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.  BANZAI!!&#039;&#039;&#039;  The rookie is expendable.  The worst case scenario is that the entire team misses the aliens, the aliens kill the point, and come out to shoot the team (who burned all their TUs up covering the point).  The solution is to make the point kill as many aliens inside before dying, or upon death.  If he is carrying a grenade, prime it and move him as far toward the group of aliens as possible.  In a small room, he will be in their midst by the time they shoot him.  If he is using rockets or explosive ammunition, fire at point blank range and blast everything in the room (preferably targeting the rear wall or alien).  If he is wearing a power or flying suit, then ordinary grenades, AC-HE, and HC-HE ammunition will be nearly harmless.  He or someone behind him may be able to bombard the room with minimal risk.  Of course, in a small UFO the power source and elerium may be nearby, so the use of extreme measures to clear the room in one turn may be at the expense of valuable resources.&lt;br /&gt;
&lt;br /&gt;
Note:  Proximity grenades may occasionally kill the aliens inside when one steps out, but this isn&#039;t always the case, and proximity grenades have other limitations (especially deep inside big UFOs).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assaulting Supply Ships with JFG ==&lt;br /&gt;
After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn&#039;t starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP; after clearing the outside and sniping a few at the exit, I&#039;d breach with a team of 3 at each door; clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds; five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right; the second turns left, checks the corner, then turns to stand next to the closed door to the south; third advances past second guy to snipe towards control room; fourth (if time) enters closed door to the south. Then it&#039;s just a matter of leapfrogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way.&lt;br /&gt;
&lt;br /&gt;
Occasionally I&#039;d vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room.  A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around!&lt;br /&gt;
&lt;br /&gt;
And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back.&lt;br /&gt;
&lt;br /&gt;
And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. The decoy was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the preoccupied leader with stun rounds at point blank range.  Previously, every attempted sectoid supply ship hijacking or sectoid base raid had been a psi-attacked disaster.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This was on Normal difficulty. At Superhuman difficulty, there&#039;s a few more aliens around, and it becomes wiser to stand in the lift (since aliens don&#039;t shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In THE ABOVE EXAMPLE &amp;quot;I had a modified Firestorm stalking them, with 6 soldiers and a HWP&amp;quot; indicates a modified game using XcomUtil. In an unmodified game this is just an interception craft. &lt;br /&gt;
* If you want Elerium, don&#039;t use explosives near the power cores. &lt;br /&gt;
* If you have stunned a &#039;soldier&#039; class and don&#039;t want it, relocate it and grenade it, or use medikits to awaken then shoot.&lt;br /&gt;
* If you assault craft that are landed you get more things to sell, but there may be more aliens to shoot your head off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For medium-sized and larger UFO&#039;s in the later game, your best friends are some flying suits and a blaster bomb.  Use the blaster to make a hole in the topmost level of the craft--only blasters can pierce the outer walls of UFOs. Then send in your flying units.  This will let you take out the alien leader sooner-- which I believe adversely effects the morales of the enemy-- and lets you attack from an unexpected angle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, it&#039;s best to make new doors inside a UFO than use the existing ones, since the aliens have a tougher time setting up ambushes that way.  Use heavy plasma to shoot open internal walls (see [[Destroying Terrain]]).&#039;&#039;&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 13:09, 22 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you feel like you absolutely must use a lot of explosives, you can save the elerium by shooting the power source (with a non explosive weapon), and then picking up the elerium crystal in the inventory.  I don&#039;t find it worth the time to do, but if you must use explosives then it&#039;s better than losing 50 elerium&#039;&#039;&lt;br /&gt;
~~ [[User:Blehm|Blehm]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO Crash Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=9480</id>
		<title>Throwing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=9480"/>
		<updated>2007-01-07T15:00:16Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Throwing Distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy is one of the simplest skills in the game and only performs one task. It controls how well a soldier is able to actaully hit the target tile with a thrown object. Nothing much else. &lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy works in conjunction with [[Strength]], where one controls the accuracy of the throw, the other controls the range of the throw depending on the weight of the object. &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 50 and 80.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Throwing Accuracy points are awarded (at end of combat) depending on how many times you &#039;&#039;&#039;throw&#039;&#039;&#039; objects. (How obtuse is that?) If your throw misses its intended target/square, it still counts as a throw.&lt;br /&gt;
&lt;br /&gt;
You are awarded an average of 2 skill points (range 1-3) per combat mission if you make at least 3 throws, and an average of 4 (range 2-6) for 11 or more. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of throws. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]]. Note that unlike any other [[Experience#Primary_Stats|primary skill]], throwing does not trigger an increase in secondary skills (TUs, Health, Strength, Energy). That would&#039;ve been too easy!&lt;br /&gt;
&lt;br /&gt;
All in all, few people bother much with this skill. But if you&#039;re interested in it, note that the maximum gain for minimum personal (real world) time spent, would be to have your soldiers throw 3 things each mission. Probably just before ending a mission.&lt;br /&gt;
&lt;br /&gt;
Note that throwing live [[grenade]]s gives you both Throwing and [[Firing Accuracy]] skill increases as long as enemies are caught in the blast.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Throwing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Throwing Accuracy (if they&#039;re really lucky - and dedicated as hell to chucking stuff!!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Throwing Accuracy is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Wounds: -10% per wound up to but not beyond -90%.&lt;br /&gt;
* The percentage of remaining health: Throwing Accuracy &amp;amp;times; (max health-current health) /max health)&lt;br /&gt;
&lt;br /&gt;
==Throwing Distance==&lt;br /&gt;
&lt;br /&gt;
While not exactly Throwing &#039;&#039;Accuracy&#039;&#039;, this is as a good a place as any for this:&lt;br /&gt;
&lt;br /&gt;
 Throwing Distance roughly = 2.5 &amp;amp;times; Strength / Weight&lt;br /&gt;
&lt;br /&gt;
So, [[Strength]] directly affects throwing distance (range). Refer to the handy list of [[Item Weight]]s for weight information. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2.5&amp;quot; appears to vary from ~ 2.1 to 3.3 and/or there is some other variable not yet understood.&lt;br /&gt;
&lt;br /&gt;
When weapons are tossed, the weight of the ammo (if loaded) is not counted. (But weight from loaded ammo does otherwise count for [[TU#Encumbrance|weighing down]] a soldier carrying the weapon.)&lt;br /&gt;
&lt;br /&gt;
As NKF points out, the throw always travels in an arc. Sometimes this arc is blocked by Skyranger wings, overhanging trees, ceilings, or even the 4-level-high virtual ceiling of the Battlescape itself. This results in the message &amp;quot;&#039;&#039;&#039;Can&#039;t throw here!&#039;&#039;&#039;&amp;quot; even when the line of sight is clear.  &lt;br /&gt;
&lt;br /&gt;
Kneeling allows you to throw farther under ceilings, increasing this distance slightly.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Strength]]&lt;br /&gt;
*[[Item Weight]]s&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=9479</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=9479"/>
		<updated>2007-01-07T14:55:51Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The humble fragmentation grenade. Although useless against, say, [[Cyberdisc|Cyberdiscs]] at higher difficulty settings, it is still a cheap area-effect indirect-fire weapon. Which is to say, it can hurt or kill several closely-grouped weakly-armored aliens at the same time, and you can throw it over obstacles or from behind cover. Grenade tactics can be applied to the more powerful [[High Explosive]] and [[Alien Grenade]]s.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS19.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 50 High Explosive&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs: &lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $300&lt;br /&gt;
*Sell Price: $240&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* Timers are most commonly set to 0 (end of your turn) or 1 (end of alien turn)&lt;br /&gt;
* Are less likely to trigger reaction shots from aliens than direct fire (particularly when they are facing away from you) and have a high chance of a kill against weaker aliens, particularly [[Sectoid]]s&lt;br /&gt;
* Can often be thrown from a position hidden to the aliens, completely avoiding the risk of reaction fire&lt;br /&gt;
* Can be thrown up through ceilings, exploding on floor above (HE rounds also do this) - see [[Exploits]]&lt;br /&gt;
* Can be thrown into diagonal walls, exploding on the far side&lt;br /&gt;
* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]&lt;br /&gt;
* Primed grenades will not explode when it&#039;s in your inventory when the timer runs out. It will only detonate when it&#039;s on the ground. If you fall unconscious, it will be counted as being on the ground. &lt;br /&gt;
* Grenades improve normal [[Firing Accuracy]] as well as [[Throwing Accuracy]] when used for a kill. All enemies (if not mind controlled) caught in the [[Explosions|blast]] will give experience toward firing accuracy, even if undamaged (i.e., their armor absorbed it) - see [[Experience]].&lt;br /&gt;
* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]&lt;br /&gt;
* [[Grenade Relay]] allows soldiers with more [[TU]]s to prime grenades and throw them on to front-line soldiers with less TUs, who then only incur (pickup cost+throw cost) TUs to put the grenade on target. You actually spend more TUs overall, but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (plus item move costs) just to arm and throw a grenade.&lt;br /&gt;
*The last person to throw the grenade gets experience points for the hits; soldiers that only drop or pick it up do not get attribution. If no one threw it, your first unit gets the experience - which means it&#039;s wasted if your first unit is a tank or a dead soldier! (Your tanks always come before soldiers in the unit list, but enemy &amp;quot;tanks&amp;quot; such as cyberdiscs do not.)&lt;br /&gt;
*Kneeling allows you to throw grenades farther under ceilings, landing craft, doorways, etc.  Kneel to deploy smoke grenades at the base of your landing ramp on the first turn without exiting the craft.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Grenade Relay]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alien Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[High Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Explosions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Inventory TU Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Throwing Accuracy#Throwing Distance|Throwing Distance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Field Manual: Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NKF&#039;s Notes ==&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]]: Oy, this article is a bit old, and it needs to be seriously reworked and meshed seamlessly with the rest of the wiki pages.] &#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
*There&#039;s so many ways you can use grenades. I&#039;ll only be touching a small portion of what you can do with them in this post. &lt;br /&gt;
&lt;br /&gt;
*Just arming them and tossing them is the easiest way of using them. Since priming your grenades is quite time consuming (50% TUs!), pre-arming your grenade is a good idea, but it has its drawbacks. If your soldier dies or falls unconscious, the grenade will go off and wipe out equipment and your soldier. So if you want pre-armed grenades, protect that soldier! &lt;br /&gt;
&lt;br /&gt;
*Just FYI, TFTD&#039;s [[Sonic Pulser]]s are nigh indestructible, so you can have multiple explosions if you&#039;re carrying multiple pulsers. But X-COM explosives are destroyed by, rather than add to, an explosion.&lt;br /&gt;
&lt;br /&gt;
*Learn the grenade relay. This is just having one soldier in secure area arm a grenade and tossing it to a nearby comrade, who then picks it up and tosses it to the next. Repeat until you get the grenade to where you want it to be. &lt;br /&gt;
&lt;br /&gt;
*When throwing grenades, make sure that there are no obstructions above you, like the [[Skyranger]] wings, or tree tops. You can still throw them (the grenades), but not at any reasonable distance. &lt;br /&gt;
&lt;br /&gt;
*If your game hasn&#039;t got the skill caps in (i.e. pre Col. Ed. or 1.4), soldiers with more than 70 strength have a lot of trouble throwing anything, possibly because they are so strong the [[Throwing_Accuracy#Throwing_Distance|arc]] of the grenade intersects the battlescape &amp;quot;ceiling&amp;quot;. They do not make good grenadiers. Period. &lt;br /&gt;
&lt;br /&gt;
*A patched up critically injured soldier might not be able to shoot straight, but he or she can still throw grenades just as well as the next person (even though the throwing stat may have decreased). Might as well rack up plenty of experience (and a bit more firing accuracy) with grenades before hitting the month long stay in the infirmary eh? (&amp;quot;Hits&amp;quot; by grenades count toward increasing Firing Accuracy [[Experience#How Experience Points Are Applied|skill points]].)&lt;br /&gt;
&lt;br /&gt;
*Grenades, especially armed ones, are best stored in your shoulder or belt slots. The shoulders are expensive to move items into, but it&#039;s very cheap to move items from your shoulders to your hands (3 TUs). Store ammunition in your pack, as they&#039;ll still cost 15 TUs to load in a gun regardless. Keep the slots clear for your grenades. &lt;br /&gt;
&lt;br /&gt;
*Be crafty when using your grenades. Make use of their splash effect. Around corners are nice, like before going around the bend to the command room in the alien [[Supply Ship]]s. Or maybe if you see a [[Floater]] floating at roof level but not standing on it? You can toss a grenade onto the roof, and the splash damage will get the floater. Oh, and toss them into the tile of a large terror unit. They&#039;ll receive roughly 4x more damage. Cyberdiscs and Sectopods need hi-explosives or alien grenades for the best results. [[Reaper]]s will die from a regular grenade. &lt;br /&gt;
&lt;br /&gt;
*As for quantity, bring as many as you want as long as its within the [[Managing the Item Limit|80 item limit]] and your soldiers are strong enough to carry them. I like taking plenty of regular and [[Alien Grenade]]s, maybe two or three per soldier. One [[High Explosive]] per soldier, or more if a lot of my soldiers are above 40 strength (soldiers under 30 strength do NOT get them, for obvious reasons). One [[Smoke Grenade]] for the first fellow to leave the transport. And a couple of [[Proximity Grenade]]s randomly distributed. I&#039;d take more, but the collectors edition has this funny bug that makes random and potential harmful things explode if an armed proximity mine isn&#039;t used.  &lt;br /&gt;
&lt;br /&gt;
[NKF, Oct 30, 2002, copied from forums by --[[User:JellyfishGreen|JellyfishGreen]] 08:54, 4 May 2005 (BST)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=9478</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=9478"/>
		<updated>2007-01-07T14:30:06Z</updated>

		<summary type="html">&lt;p&gt;Warface: /* Leap Frog movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Transport==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other Sectoids didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over agents. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect agents. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow agents a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy. Since the alien can see any units disembarking from the Avenger and thus reaction fire on them, the movement of the HWP will make the alien spend its remaining TUs firing at him, preventing it from reacting to the agents. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies if possible. In this case the HWP made the alien spend its remaining TUs so the agent will be safe from harm even though he debarked within sight of the alien. Tanks are better to lose than an experienced agent. Tank number one then clears the shooting lane. &lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The Sectoid is killed by the agent who just disembarked.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the deployment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
See [[Scouting]]&lt;br /&gt;
&lt;br /&gt;
==Sweeping the Battlescape==&lt;br /&gt;
See [[Sweeping the Battlescape]]&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
This is a common tactic used by modern armies for advancing ground troops, also known as &amp;quot;bounding overwatch.&amp;quot;  One part of the unit advances while being covered by another part of the unit.  In X-Com, this translates to part of a fire team saving time units while the other part attempts to move forward and find cover.  The scout element moves forward slowly, using about half its time units to establish firing positions.  The rear element may not move at all if the scouts don&#039;t see any enemies to engage or cover to move to, or they may move up to cover or firing positions located by the scouts.  If enemies are spotted, the rear element can fire with less risk than the scouts.  The scouts then have time to move to the next cover and repeat the process.  The rear element may, in some cases, move forward and become the scout element on the next turn; hence the nickname &amp;quot;leapfrog.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The [[Grenade Relay]] is also known as the hot potato. The grenade relay is best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Flares vs. incendiaries for night-time illumination==&lt;br /&gt;
&lt;br /&gt;
===Flares===&lt;br /&gt;
Flares are very handy in general:&lt;br /&gt;
* They never &amp;quot;burn out&amp;quot; -- although they can be destroyed by explosives (such as a grenade)&lt;br /&gt;
* They do not cause fires like [[incendiary|IC ammo]], allowing you more use of smoke as cover (only about 400 squares on the map can be covered by smoke or fire at any given time -- see [[Smoke Grenade#Map Limitations]])&lt;br /&gt;
* They can be picked up and reused, including as part of a [[grenade relay]]&lt;br /&gt;
* They weigh less than an Auto Cannon with IC ammo&lt;br /&gt;
&lt;br /&gt;
Flares are most useful when carried by the soldiers deployed at the front of transport.&lt;br /&gt;
&lt;br /&gt;
===Incdendiary weapons===&lt;br /&gt;
Fires caused by IC weapons will illuminate nearby squares.  An [[Auto Cannon]] with IC ammo is the most commonly-used option.&lt;br /&gt;
* The fire can serve as a supplemental, if weak, weapon (but keep it away from your soldiers unless they have [[Personal Armor]] or better)&lt;br /&gt;
* Fire is good for clearing out terrain and flushing out alien units&lt;br /&gt;
* Fire will burn out after a while, although it will not be extinguished by explosions (but it can be by [[Smoke Grenade]]s).&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a07.png&amp;diff=9477</id>
		<title>File:Darksun tactical a07.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a07.png&amp;diff=9477"/>
		<updated>2007-01-07T14:08:29Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The area around the transport is secure. Two more agents move off the transport.  It&#039;s quicker to hop directly off the side of the ramp than to go down it, but soldiers more than 20 squares away from unexplored terrain won&#039;t be able to use any reserved time units for reaction fire anyway.&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a00.png&amp;diff=9476</id>
		<title>File:Darksun tactical a00.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a00.png&amp;diff=9476"/>
		<updated>2007-01-07T14:01:56Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An avenger with tanks.  This Avenger has been modified with xcomutil.  The purple screen in the back blocks fire into and out of the craft, but the corners are still vulnerable.  To remove the screen, and also to return to the original, narrower front-end design, the backup Avenger files can be renamed with their original extensions.  Xcomutil does not make this feature optional, except by automatically backing up the files so that they can be restored manually by the user.&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a00.png&amp;diff=9475</id>
		<title>File:Darksun tactical a00.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a00.png&amp;diff=9475"/>
		<updated>2007-01-07T13:56:18Z</updated>

		<summary type="html">&lt;p&gt;Warface: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An avenger with tanks.  This Avenger has been modified with xcomutil to show a wider front end.&lt;/div&gt;</summary>
		<author><name>Warface</name></author>
	</entry>
</feed>