Jump to content

Base Defense (Apocalypse): Difference between revisions

From UFOpaedia
EsTeR (talk | contribs)
m found what i was looking for
EsTeR (talk | contribs)
wip - close to finish, not sure on wording of some bits, no flow!
Line 1: Line 1:
How to defensively build and protect your [[Bases_(Apocalypse)|base]] when under attack by hostile ground forces.<br>
'''How to defensively build and protect your [[Bases_(Apocalypse)|base]] when under attack by hostile ground forces.'''<br>
<u>'''Important:'''</u> Immediately defend a newly purchased X-Com base by flying heavily armed X-Com agent(s) to the building. They will be visiting the building until the Living Quarters is built and must carry all their equipment and bulk ammo until more can be transfereed once the General Stores is also built.
<u>'''Important:'''</u> Immediately defend a newly purchased X-Com base by flying heavily armed X-Com agent(s) to the building. They will be visiting the building until the Living Quarters is built and must carry all their equipment and bulk ammo until more can be transfereed once the General Stores is also built.
==Hostile Intent==
==Hostile Intent==
Line 5: Line 5:
==Layout==
==Layout==
Disregarding the Cityscape aspect of [[Base_Locations_(Apocalypse)|location and building type]], the [[Base_Layouts_(Apocalypse)|layout]] of the corridors surrounding the [[Access_Lift_(Apocalypse)|Access Lift]] determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.
Disregarding the Cityscape aspect of [[Base_Locations_(Apocalypse)|location and building type]], the [[Base_Layouts_(Apocalypse)|layout]] of the corridors surrounding the [[Access_Lift_(Apocalypse)|Access Lift]] determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.
==Security Stations== <!-- testing wher they go when a full base is given to them to explore, what they attack, and how -->
==Security Stations==
Using [[Security_Station_(Apocalypse)|Security Stations]] is vital to limit the invaders chance to 'explore' your base for vunerable personel and damage to [[Facilities_(Apocalypse)|facilities]]. A single base is limited to using three security stations at any one time. More than three, the active station is randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from mulitple [[Vortex_Mine|large explosions]], blocking all [[Marsec_Armor|movement]] for all ground-based entities.
Using [[Security_Station_(Apocalypse)|Security Stations]] is vital to limit the invaders chance to 'explore' your base for vunerable personel and damage to [[Facilities_(Apocalypse)|facilities]]. A single base is limited to using three security stations at any one time. More than three, the active stations are randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from multiple [[Vortex_Mine|large explosions]], blocking all [[Marsec_Armor|movement]] for all ground-based entities.
==Access Isolation==
==Access Isolation==
Hostile forces will gain entry to the base via facilities which open out to the cityscape: the Access Lift and [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bays]]. Security stations placed adjacent, in a choke-point fashion or cross-fire orientation, will inflict heavy damage on any invadng force.
Hostile forces will gain entry to the base via facilities which open out to the cityscape: the Access Lift and [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bays]]. Security stations placed adjacent, in a choke-point fashion or cross-fire orientation, will inflict heavy damage on any invadng force.
==Personel Limits==
A base defense battlescape has a total X-Com unit limit of thirty, of the maximum of thirty-six slots.<br>
If a base has a large population, the pool of agents and technical personel are chosen randomly: agents are assigned a third to half of the unit slots with the rest being filled until the total limit. An agent will always be available from the population.
==Stand-Off Tactics==
==Stand-Off Tactics==
Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed mines in these areas pre-emptively should clean up any stragglers who made it past the security stations. Mines placed in doorways will detonate when flying units come down to get through. To avoid mines with your own agents, micro-manage their movement to 'take the other door' or 'move up the far side of the corridor', etc.
Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed proximity mines in these areas pre-emptively should clean up any stragglers who made it past the security stations. Mines placed in doorways will detonate when flying units come down to get through. To avoid proximity mines with your own agents: micro-manage their movement to 'take the other door' or 'move up the far side of the corridor', etc. If [[Boomeroid|Boomeroids]] are used, that thoroughfare is now off limits to X-Com - plan your movement carefully around such devices since they will move about (overhead view, purple dot).<br>
Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your ''ground'' troops must now [[Input_Device_Reference_(Apocalypse)|jump]] off the ledge to preceed the other way.
Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your ''ground'' troops must now [[Input_Device_Reference_(Apocalypse)|jump]] off the ledge to preceed the other way.<br>
If the layout allows or your base is sparse, three unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the unseen units towards a far wall will hit anything in the way.<br>
If the layout allows or your base is sparse, three unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the unseen units towards a far wall (depending on the weapon over-shoot) will hit anything in the way.<br>
When hostiles are approaching, [[Boomeroid|Boomeroids]] should be thrown forwards into a corner to make them jump immediately towards oncoming entities ...otherwise don't since your retreat and regroup will be painful. Don't Get Hurt!<br>
When hostiles are approaching from a side corridor, throw boomeroids forward (set bomb, don't RMB-throw) into the corner to get the bomb to jump immediately towards approaching entities ...otherwise don't since your retreat and regroup will be painful. Don't Get Hurt!<br>
Salt proximity mines with a [[Marsec_High_Explosive|high explosive]]... enjoy the show!<br>
Enhance the power of a proximity mine by thowing an <u>un</u>armed [[Marsec_High_Explosive|high explosive]] next to it.
A [[Power_Sword|Power Sword]] can make narrow shortcuts through the concrete wall. Cut away high up to stop ground forces using the new corridor. The only threat will be [[Skeletoid_(Apocalypse)|Skeletoids]] since they can fly also, a [[Psimorph_(Apocalypse)|Psimorph]] won't fit.<br>
A [[Power_Sword|Power Sword]] can make narrow shortcuts through the concrete wall. Cut away high up to stop ground forces using the new corridor. The only threat will be [[Skeletoid_(Apocalypse)|Skeletoids]] since they can fly. A [[Psimorph_(Apocalypse)|Psimorph]] won't fit.<br>
Craters in a corridor is a a very desperate tactic.<br>
Defensive craters in a corridor is a a very desperate tactic.<br>
Money or trying to save those dropped exotic items is not the priority... it is Base defense!.
Hostiles grouped around their dead friends is an easy target for a thrown grenade to set off the dropped ordinance for an impromtu <s>cook-out</s> cook-off.
Trying to save those dropped exotic items for new reaserch or to sell off is not the priority... it is Base Defense!.
==Theft Of Funds==
[[To_Do_List_(Apocalypse)|Funds]] may be stolen due to the presence of invaders. Base facilities damaged are automatically repaired at the end which may further impact funds into a negative amount.


<!--
If a building targeted for a raid contains a hidden X-Com base, a base defence mission will occur. Funds may be stolen due to the presence of invaders. Base facilities damaged are automatically repaired at the end which may further impact funds into a negative amount. X-Com may initiate a raid of any building, hostile or not, at any time. The funds of the X-Com targeted organisation (either you are attacking or being attacked) does not matter. The equipment of the enemy is based on the week. The quantity of enemy present will be always the same. It will be reduced if X-Com uses many agents to attack, or they are many scientists and engineers along with agents and turrets present at a base defense mission. -->
One consideration for managing attackss is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the attack commences.
===Tactical Advantage When Outnumbered===
If low on numbers or simply outnumbered play defensively, the aliens tend to seek you out so set up a defensive position, preferably just behind a bottleneck or a door and spread your men out if possible. The minute that door opens open fire! Don't be afraid to throw a boomeroid or stun grenade through for good measure.<br>


[[Tactics_(Apocalypse)|Return to Start]]
[[Tactics_(Apocalypse)|Return to Start]]

Revision as of 22:34, 16 April 2022

How to defensively build and protect your base when under attack by hostile ground forces.
Important: Immediately defend a newly purchased X-Com base by flying heavily armed X-Com agent(s) to the building. They will be visiting the building until the Living Quarters is built and must carry all their equipment and bulk ammo until more can be transfereed once the General Stores is also built.

Hostile Intent

An X-com base targeted for destruction by any ground force will immediately start a battlescape Base Defense mission. Agents and any technical personel will come under attack. If all are neutralised (panicked, stunned, mind-controlled, killed, or escaped), the mission is a failure and the base is destroyed, including the available 'base slot'.

Layout

Disregarding the Cityscape aspect of location and building type, the layout of the corridors surrounding the Access Lift determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.

Security Stations

Using Security Stations is vital to limit the invaders chance to 'explore' your base for vunerable personel and damage to facilities. A single base is limited to using three security stations at any one time. More than three, the active stations are randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from multiple large explosions, blocking all movement for all ground-based entities.

Access Isolation

Hostile forces will gain entry to the base via facilities which open out to the cityscape: the Access Lift and Vehicle Repair Bays. Security stations placed adjacent, in a choke-point fashion or cross-fire orientation, will inflict heavy damage on any invadng force.

Personel Limits

A base defense battlescape has a total X-Com unit limit of thirty, of the maximum of thirty-six slots.
If a base has a large population, the pool of agents and technical personel are chosen randomly: agents are assigned a third to half of the unit slots with the rest being filled until the total limit. An agent will always be available from the population.

Stand-Off Tactics

Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed proximity mines in these areas pre-emptively should clean up any stragglers who made it past the security stations. Mines placed in doorways will detonate when flying units come down to get through. To avoid proximity mines with your own agents: micro-manage their movement to 'take the other door' or 'move up the far side of the corridor', etc. If Boomeroids are used, that thoroughfare is now off limits to X-Com - plan your movement carefully around such devices since they will move about (overhead view, purple dot).
Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your ground troops must now jump off the ledge to preceed the other way.
If the layout allows or your base is sparse, three unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the unseen units towards a far wall (depending on the weapon over-shoot) will hit anything in the way.
When hostiles are approaching from a side corridor, throw boomeroids forward (set bomb, don't RMB-throw) into the corner to get the bomb to jump immediately towards approaching entities ...otherwise don't since your retreat and regroup will be painful. Don't Get Hurt!
Enhance the power of a proximity mine by thowing an unarmed high explosive next to it. A Power Sword can make narrow shortcuts through the concrete wall. Cut away high up to stop ground forces using the new corridor. The only threat will be Skeletoids since they can fly. A Psimorph won't fit.
Defensive craters in a corridor is a a very desperate tactic.
Hostiles grouped around their dead friends is an easy target for a thrown grenade to set off the dropped ordinance for an impromtu cook-out cook-off. Trying to save those dropped exotic items for new reaserch or to sell off is not the priority... it is Base Defense!.

Theft Of Funds

Funds may be stolen due to the presence of invaders. Base facilities damaged are automatically repaired at the end which may further impact funds into a negative amount.


Return to Start

See Also