12.
Alien Harvest
XCOM is looking pretty right now, with a full complement of new soldiers, an army of badasses and an indisputably positive score. Plus some new toys to play with.
I decide to dick with the game a little and see if I can get another soldier promoted to Commander by just reassigning Dear Leader to Deagle Nation. No, I didn't check the wiki ahead of time to see if this would actually work.
We detect a few small UFOs, but our Interceptor only really manages to get one. Its lands in the ocean. Scout retrieval missions are kind of beneath us at this point given we barely have space for all the loot recovered from the supply ships.
Research on the Hyperwave Decoder completes. The team is reassigned to work on Plasma Cannons next so this base can have some defensive firepower.
The device is intricate and will require almost a full month of construction to complete. One is ordered for each base.
A medium vessel is detected entering the atmosphere over Europe. I intercept it with the Amberlynn Reid and prepare to follow it to its destination. The Skyranger actually manages to catch up with the vessel before it lands. I don't remember what this kind of ship is off the top of my head, but I think it could be a Harvester. Harvesters only conduct one type of mission, Alien Harvest, which I think damages your score heavily if you ignore them.
Another one is detected so I scramble the Jace Interceptor.
They're certainly not as tough as their size suggests. A few nukes bring this one down.
The first UFO gets away from the Skyranger so I send the Chrischan Interceptor to try and catch it before it gets away completely. Its lands before that becomes neccesary though.
The engineers have since finished the latest round of Personnel Armor for our troops.
Strange that we're facing so little resistance right now. No psionic attacks either. If I recall correctly, Alien Harvest missions are flown exclusively by either Floaters or...
Sectoids. They waste no time wounding Chaos Theorist.
We waste no time wasting them.
The UFO is surrounded in pretty short order.
Despite the vessel's size there's only one entrance. The closest thing the team gets to trouble is when a Sectoid walks right out of whatever that operating room is and stands in front of our troops. Rather than kill it I have Catgirls are Love stun it.
Live Engineers will give you free research about alien vessel types which are, again, usually just telling you the blatantly obvious. It'll add to our score when I have the spare scientists to conduct research though. Elsewhere on the UFO, a Sectoid Leader panics. I suppose this means the capture of one earlier on wasn't as big of an achievement as it seemed.
The alien runs out right where A-Z0-9 can see it. He stuns it and I guess we have a second Sectoid Leader to bring home now. Still one more alien left though.
Harvesters have this irritating incomplete circle design to their second floor, where the hallway appears as though it will loop around at the top but it actually doesn't, and you can only come at the door to the control room by going counter clockwise around the ship. The last alien ambushes the team in the narrow corridor.
@Honka Honka Burning Love is killed before A-Z0-9 can return fire.
Its a needless death and to add insult to injury I didn't screenshot the casualty list. Honka died a Captain with 6 kills. Still, the score for such an easy mission is quite rewarding. With one wrecked ship still to go this month is already shaping up pretty well.
The team is ready to roll again in just a few hours.
I accidentally send Karl de Grosse into battle unarmed because I already sold off all of the laser weapons and forgot to update his inventory. Its nothing that can't be solved by just having him get back on the Skyranger and pick up a gun and mag, but you can see him unarmed in the corner of the first picture there. Catgirls are Love kills an alien that tries to ambush the team.
Unfortunately there's another one up there. It runs up to the same window and snipes
@Considered HARMful dead. Catgirls gets this one too.
There's
another fucking alien up there. We have an abundance of alien grenades now, lets use them.
It only takes one grenade, thrown by Catgirls through the hole he blasted with his heavy plasma, to completely demolish the building just about. But no alien death sound, and now knocked out alien appearing on the ground either. I have two soldiers move up to get a better look while the rest of the team makes its way to secure the UFO.
Niggermancer eventually catches the alien in reaction fire when it reveals itself.
The aliens they pick to pilot these ships must be real dipshits because this is the third one to just walk out in front of our troops like that. I have Pinanias stun it. Its a Navigator this time.
Taking the UFO is less a matter of storming it than it is calmly strolling inside since its entire right side is blown clean off.
Because of that, there's no way to actually access the door to the control room, which means we have to make our own entrance. The Heavy Plasma cuts easily through the alien alloys of the UFO hull. Seems like the control room is empty though.
Overcast is a bit overzealous with his autofire when the last aliens shows up and ends up punching a second hole in the control room. The alien uses this to ambush
@Duncan Hills Coffee and kill him.
Overcast avenges his comrade's death.
The two losses feel pretty stupid against an enemy that was otherwise not very tough or clever. But at least we make another fairly positive score for this one.
Another ship of the same type is shot down by the Chrischan Interceptor.
This mission is more of the same with one notable highlight. At the beginning of the mission, A-Z0-9 spots two aliens standing in a grove of trees. he throws a grenade to kill them both, which gets one but leaves another one just standing there. Explosions also leave behind smoke that lasts for roughly 6 turns or so.
I have no less than two soldiers debark the Skyranger, the only two close enough to still get off the plane and have enough time units to open fire, and they miss every single shot. Out of about seven shots, none of them hit their target.
But the alien of course has no trouble hitting its mark.
@A-Z0-9 is killed. This is why I don't use smoke grenades.
@Karl der Grosse is killed by the last alien on the UFO, much like how Duncan Hills Coffee was killed last mission. Chaos Theorist finishes it off.
Three missions and still nobody else has been promoted to Commander. I order enough new recruits to bring Deagle Nation up to 30. i'm not going to name them, and if this plan fails I'll just transfer them over to Kiwi Farms when I need more troops instead of buying them. I'm thinking the game is too smart to fall for this tactic though.
Continuing with my trend of questionable research handicaps, I'm researching the worthless Mind Probe before any of the psionics technology since that progression makes the most sense to me. All research is now focused on the Plasma Cannon and Sectoid Leader.
Next time, will XCOM's new weaponry give them enough edge to push the Ethereals back?