The Russian Base (later story), how to do it?


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#61 Major Kelly

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Posted 29 November 2003 - 11:29 PM

:blink:
I want to go at them with a tank! Anyway, I just entered this mission in Russia and have attempted it 3 times. As soon as my operators are on the LZ I am engaged. I tried sweeping back into the far corner but have one alien in this corner of which I dispatch quickly. I then place the operators in a defensive parimeter. Four  men are armed with PSG I 's and 2 have the light anti tank weapons, one has the basic laser. Reason is I only have one. Three are armored with heavy armor, the rest are wearing the next up from light armor. The aliens seem to be armed with at least three area effect launchers that smoke my guys. I have managed to make it through the LZ once with one survivor... I'm sure that won't be enough for the base assault.

I am stumped at this point thnking that I need to just let this mission alone for a while while my R & D picks up some better gear... I sure wish we could call in air support on this jokers!

Oh, I am playing on medium...

Did I mention that this game ROCKS!!!!!!!!!!! I am an old Xcom fanatic and let me tell you... "U.F.O. Aftermath" is just the bomb!!!

#62 Doctocic

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Posted 01 December 2003 - 10:28 PM

I'm playing on hard. Its April 8th 2005.

Squad of 7 all with Sun or Sky armour and 2 guys with Psi projectors.

I get smoked everytime!!  I only need move for about 2 seconds before i have about 2 (sometimes 3) missiles fying at me.
If its not missiles some other weapon is taking huge chunks of my guys health.

Am i trying this mission too early?  Or more probably do i need better tactics?

By the way - does stealth actually work?

Also - i tried the smoke grenade tactics with just 2 guys but they just close and and finish me off.

Thanks

Doc

#63 Accounting Troll

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Posted 03 December 2003 - 07:22 PM

If you have psi projectors and sky armour, the Russian base mission can be done.  The main problem is that in the first ten seconds you are under attack on both flanks, and Reticulans are about to start pouring out of the base.

I've just this minute beaten the Russian base mission on hard.  I took along my five best soldiers with sky armour and two mediocre soldiers with heavy armour whom I was prepared to sacrifice.  

I have found that there are 5-6 Reticulans on one side of the road and only one on the other side of the road.  I saved and reloaded until I knew which side of the road was better defended.  Then my five good soldiers charged the weakly defended side of the road, killed the lone Reticulan and took up a defensive line on the edge of the map.  Meanwhile the two mediocre soldiers drew the fire of the Reticulans for those vital seconds, before they were both killed.

The five remaining soldiers were then rushed by a group of Reticulans.  A combination of psi-projectors, sniper rifles and a hybrid rocket launcher soon took care of them.  I then blew a hole in the wall, and knocked off the Reticulans as they emerged one at a time.

Stealth DOES work, but only if you walk or stand still.  However, most of the Reticulans have Excellent or Heroic observational ability.  Also, when an enemy spots your men, the other enemies know where to look.

#64 BigDamage

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Posted 26 December 2003 - 06:45 PM

I just completed this after about 20 reloads.
I think I may have tried this a little too early, it still cost me a casualty and I used 7 medkits completely by the time it was done.

I noticed that if you save before landing it changes the where the aliens spawn at so I did that a few times until I wasn't being ambused by 4 or 5 aliens with RL's right at the get go. After reading this thread and experimenting myself I equipped my squad as follows.

3 - Assualt rifles (Steyr and the HK that fires Hard Rounds)
1- Alien Plasma Gun - uses throwing my soldier with heroic made good use of this
1- Grenade launcher - didn't seem to do much damage but good for clearing terrain
2- Snipers (used the rifle that does 160pts of universal damage)-wore heavy armor

My armor sucked I had 1 suit of Sun Armor, 2 suits of Basic Alien armor, 2 suits of heavy armor, and a couple of Combat Armors.

I tried to use stealth tatics I made sure my squad was set to walk.  I set them in a skirmish formation as best I could. I got a little lucky and a couple of Rets were grouped up and I was able to make hash of them with the plasma gun and grenade launcher.  One of my faster squaddies spent a lot of time dodging rockets (he gave up walking at that point :blink: One of my snipers was cut down by an Alien with a plasma gun and a few laser shots. At this point the smoke kind of cleared, all of the Aliens on the outside of the wall were dead. I was able to Medkit everybody, reload weapons, and save the game.

My first attempt from this point I arranged my squad in kill position and blew a hole in the wall with a grenade. On the other side off the wall were 5 Rets. They opened up on me with a bunch of rockets and my team died horribly.

My second attempt I arranged my squad in kill position around the gate and then I waited.  I was hoping an alien or two would walk through the gate into my kill zone but instead I waited. I set the speed to extra fast and waited about 10 minutes with no one coming through.  I then blew through the wall again and the aliens had obviously dispersed, I was able to pick them off one by one. Despite this 2 of my squaddies were too injured and I was out of med-kit so they were left behind.

I took my squad of four in and it was anti-climatic. I took the back way around as suggested in this thread. I killed 3 Rets in transit without much difficulty.

Good Luck... hope this helps some.

#65 pweasel

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Posted 26 December 2003 - 07:12 PM

You'll have to forgive my crudeness, but i had to go with 3 'neo' shotguns, 2 snipers and 2 plasma rifles (all i had manufactured so far in the game). start of theatre, i went parallel to the border, away from the road, once the first reticulan fired rockets, y split the teams, shotgunners  running against the rockets and the snipers/riflemans to the corner of the wall and the end of theatre, taking down as many reticulans from the highway as possible. The shotgunners kept running towards the rockets till reaching at least 40% efficiency then salvoed them to oblivion, while taking care that the rockets launched towards the snipers/riflemans missed them (not hard, since they are shot from the road, you can see them comming and act accordingly, always runnign towards the rockets and slighty sideways. once the snipers took down the reticulans with pinpoint guns (lasers, slugs, whatever that hits upon firing) the shotgunners crossed the road and finished off the 3 rocket reticulans (all while the riflemans cured the snipers and themselves) and the snipers kept firing at those same reticulans.
after this side of the wall was cleared, i positioned the snipers on the road, as far from the gates as possible, covering both ways in, the riflemans diagonally at midroad and the shotgunners glued to the wall, 1 square away from the gates. I mopped 3 or so reticulans who dared to get out with the ye'olde "shotgun in your temple" technique while the snipers kept firing. I peeked in with a 'heroic speedey' shotgunner to find reticulans next to the wall, so from the other side i played basketball with some grenades. EOF :blink:

#66 Vulgarius

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Posted 27 December 2003 - 08:41 PM

I had everyone armed with superstrikes. A decent weapon w/ good range and with 7 SS's on Automatic..... Vapor. The key is never use SS's on common missions. They are too precious to waste. Keep in Mind the Rets use either incend or worse mass salvos of EMP ammo which has a very wide area of effect. Use Bio Armor only. Do not breach the wall until you eliminate all rets outside then  7 SS's force fire (do not Pick targets as your men will cease fire after each Kill.) several salvos at the base of the wall near the gate...Wall comes down...grenades keep falling half of the rets charge half launch missiles they last about 2 seconds. Bad part ...By the time you get into the base you are low on grenades and have to cross level ammo to a couple of grenadiers and loot (no good assault is good without gratuitous looting of the dead) weapons from the Rets. I did loose 60ish % of the squad but got Vladimir Putins PC just the same. :blink:

#67 Exe22

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Posted 02 January 2004 - 09:51 PM

this mission was h### , even on easy. dont know how  i managed to get through, but i think i had on man running decoy while the rest of my team moved in for the kill . (geostat rocks in close combat) :blink:
They told me to get a life,
but i couldn't find anywhere to download one...

all hail the inventor of quiksave

slaughter,what are you doing here?no, put that shotgun down, i havent been spamming. step pack or i will push enter,i swear il d...boom

#68 pemigan

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Posted 04 January 2004 - 02:10 PM

i had 3 snipers, 1 granade launcher 1 medic ( full with medikits ) and one with a bazooka and one granade thrower. All the time i kept my soldiers away from each other, so when a rocket was launched only 1 or 2 man had to move. While firing all my man concentrated only on one reticulan to kill him as fast as possible. Rocket spitters are a priority! During the exchange of fire the medic was running and doing some realtime healing. About 7 reticulans where infront of the gate and another 7 behind the wall. After killing the first 7 dudes i healed everyone and made my man stand in a safe but deadly position infornt of the wall where i intended to strike. It is important to regroup your man in a way so that at all time everyone of them is capable to attack every reticulan. Beeing more clear at all time the whole squad should be able to attack the same reticulan - this allows you to maximise your fire power in time.When you're good to go it's time to throw a granade ( one only ) but not too close to the wall. Try to make the hole as small as possible. Afterward the factory producing dead reticulans is on. After the first stage i lost 2 -3 medikits :blink:

Faze two.

Same rules the squad stands in a room prepared to kill everything everywhere as fast as possible and one scout ( fast as hell ) is walkind into next rooms looking for pray. If he sees one he fires upon and withdraws to the group. Stupid gray man follow him and surprise surprise...

It is important to expect the worse at every step and try to best prevent it. This approach  makes the mission take a long long time but your losses are minimal.
it is frustrating becuase you possision your men carefully in every room send the scout and repeat this continously. 4/5 of the mission time you will be just wasting time but you'll be safe as hell.

Hope it helps
ta ta.

#69 Exe22

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Posted 04 January 2004 - 02:52 PM

dont know if you had it then, but warp medkits is a must
They told me to get a life,
but i couldn't find anywhere to download one...

all hail the inventor of quiksave

slaughter,what are you doing here?no, put that shotgun down, i havent been spamming. step pack or i will push enter,i swear il d...boom

#70 Vulgarius

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Posted 05 January 2004 - 09:00 PM

Just tried this mission again w 1.3 patch. This time since the collapsible weapons now work... Three heavies with railguns and one scout per heavy with one medic/fast runner (I brought lots of smoke grenades with the medic for later) to lick the wounds. SSSSSSSSSlurp. Scouts of course carry my favorite the Superstrike, although the Blooper gun (M79) would do in a pinch. The railguns plant themselves and instantly cut down any rets that the scouts sniff out. Although you dont need to go far to find them. Once in, the railguns secured the halls in a chain while the scouts advanced with the former medic who is now a super heroic runner. Once the first Ret charge is wiped out by three SS's on auto, the runner pops smoke and dashes across each intersection leaving the rets to keep banging their bald little heads against the three scouts or are unfortunate enough to cross into the sights of the Rail crews. I suffered no casualties.

#71 Razmon

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Posted 05 January 2004 - 09:19 PM

This is a tough mission. I killed the base guards with six snipers and one grenader. All had lots of med kits, which they dropped to increase thier speed. I spread out the squad at the start point and waited for the enemy to appear. I picked them off one by one.  After healing a couple of people, when the road area was quiet, I moved the squad towards the wall and had the nader blow the wall. Then the snipers took out the alliens and I went into the base. I creeped down the narrow hallways to the closest door to the package. Killed three aliens, grabbed the package and ran out.

Snipers with excellent marksmanship, speed, and aliens skills are a devastating force.

#72 bobbacringo

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Posted 06 January 2004 - 03:56 PM

I made suicide bombers and blew up pretty much all of the upper base. I think I used about 50 grenades.

I didn't have any left for the lower part.

<cry>sob</cry>

I lost.

#73 incarnadine

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Posted 06 January 2004 - 07:44 PM

bobbacringo, on Jan 6 2004, 03:56 PM, said:

I made suicide bombers and blew up pretty much all of the upper base. I think I used about 50 grenades.

I didn't have any left for the lower part.

<cry>sob</cry>

I lost.
Let that be a lesson: Terrorists never win. Not even in a fantasy

#74 bobbacringo

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Posted 06 January 2004 - 07:58 PM

Sure they do, but when they do you call them revolutionaries.

;)

;)

:blink:

I loaded UFO AM unto 50 computers here at school. muhahaha, i'm abusing my admin priv. OMG the tech guy is gonna go insane.

#75 the_dead

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Posted 22 February 2004 - 11:42 AM

I managed that mission first time without any problems, I did have the advantage that all my squad had very high rifle skills by then, I just immediatly spread out as the rockets were fired, took minor damage, then as soon as the rocket exploded I just concentrated all fire on a rocket firing alien, due to rifle skills they could all fire from extreme distances with alien lasers and very rarely miss, each alien I fired at lasted approximately 0.2 seconds I think  :blink:

#76 Guest_Fukin' Rushn_*

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Posted 02 March 2004 - 01:30 PM

Here are my tactics:

1. Equip your team with long range weapons (for example, I took 1x Zvi Falcon delivering some 250 damage up to 75m, 1x M82A1, 1x Accuracy Int'l L115, 1x PSG),  some alien weapons (mine were 1x Adv Laser Gun & 1x Adv Plasma) and powerful short to medium range weapons (namely, 1x CAW, 1x Gatling Gun - it weighs about half a centner ... plus ammo pack(s) - so get your "Arni" ready  :(, 1x Flamethrower, plenty of Fragmentation Grenades). Besides, my troops carried Heckler&Koch MP5 & MP7 bulletspitters and one Steyr Armee Universal Gewehr (ja, stimmt) but tastes differ. Don't forget about Medikits. Each of your soldiers should carry at least one of that.

2. So, I used long-ranged rifles along with Adv Laser & Plasma at the beginning of "Stalingrad" (that city had been renamed to Volgograd long before "Iron Curtain" fell and Капустин Яр is not some hush-hush secret research lab - it's a missile - incl. nuclear - testing ground) mission i. e. before the base gates. BTW  when you approach the gates you'll realize Reticulans are waiting for you to enter. Try these tactics if you'd like: get the most nimble warrior into the perimeter to spot an alien while holding two or three others with their genades ready (the aliens usually walk inside the perimeter along the wall). Once your "spotter" shouts "Alien" or "Hey" or ... get him back - outside the fence - order your "throwers" to make that alien guy feel "a little shaky" - that works - I got two Bioarmour wearers out in this way! End up the "outdoor level" using your sniper rifles (I also used "ein Steyr AUG").

3. Underground. It's up to you to decide whether to "make them alien bastards pay" or to "jes' take one li'l thing I need". I chose the first method (actually, I've been doing that way since "UFO: Enemy Unknown"). When Gatling Gun fires at Bioarmour latter just whimpers. And the Flamethrower... 3900 damage at once - just don't show your nose off the corner until another Reticulan comes close enough! What'll be an outcome? For me it was: "you managed to kill 23 and incapacitate 4 enemies" & "7 soldiers were wounded. 6 of them will have to recuperate in a sick bay".

My troops were the following level:
17-15-16-15-15-16-12

P. S. And a piece of advice if you let me: don't expend any of your units. Not ever. Since the very first part of X-Com saga I've been abiding by the following rule: soldier is hired once and for all and will not be lost just because of mediocre tactics. Again, they cost money then  :blink:

#77 HARD_Sarge

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Posted 03 March 2004 - 05:42 PM

Hi In my game it is Mar 2005, my team has 1 9, the rest 6 though 8 (1 6, 1 8)
got 2 basic alien armor, but am starting to make Alien and improved armor now

is it too early to try this mission ?

it looks like I am not even close to the weapons you guys are talking about using yet

I got though the area 51 pretty easy, but got lucky too, had 3 bad guys turn the corner, were my Grey with my best SMG was standing and he took down all 3 before they could react

HARD_Sarge

#78 Aralez

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Posted 03 March 2004 - 06:07 PM

The game knows your level and equipment and tries to "balance" itself to your level. A bit. :(
So simply try and see what you can do :blink:
Good luck, btw!

#79 Kret

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Posted 03 March 2004 - 06:26 PM

Actually the game sets these mission up depending on the current game phase you're in. I once waited out the Area 51 mission (US one, just in case someone confused it with the other one) until I had some sun armor, and I was fighting vs Rocket launching aliens !! In other words, don't delay it too much, or you'll be facing quite some heavy resistance.
There's always some dirt to dig out

#80 HARD_Sarge

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Posted 04 March 2004 - 07:28 AM

Well March 24 2005
think I had the wrong base, it was a Alien base near Moscow

my little Grey was a hero, getting 7 kills, with Malcom getting 3 more, Data got the last one

oh well

my new super Doc , got his butt handed to him, twice, which am sure since he was in Alien armor, he should of been a goner, well the time he spends in sickbay should teach him the errors of his ways

was able to wear my first copy of the berzerker armor, that is a keeper

HARD_Sarge




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