Tactics and strategy *WARNING SPOILERS*


  • Please log in to reply
28 replies to this topic

#21 Martian base commander

Martian base commander

    Alien collaborator

  • Members
  • PipPipPipPip
  • 463 posts
  • Gender:Male
  • Location:South Yorkshire , England

Posted 11 November 2005 - 09:28 PM

Yeah I agree Phosphorous grenades are great,when used as a sort of fire screen,I do that a lot lately,great against the Cultists.

I am just gonna update you on my current game at the minute,and see what you have to say in reply to it.

The date is about April 29th now,Wargots landed last night actually,and I fought my first mission against them,fairly easy too,I lost one man.After that though the Wargot attacks increased and now I am facing direct assaults against my provinces pretty regularly.My problem now is managing my growing territory.I have written LOADS of notes on where I THINK bases' priorities should be,and it is proving very difficult to implement.I have ideas where I think certain nations' interests may lie in a future war scenario,but putting that knowledge into a game is different.

I have a question for you Gringo,do you see your bases as permanent facilities?or ever changing ones,reflecting the shift in priorities as the war goes on.

I now have in my posession

Stuttgart
Paris
London
Moscow
Tehran
Riga
Istanbul
Stockholm
Baghdad (just recently captured)

What I have done so far is mentally group together the areas that I want for research,manufacture and defence,that means I want my bases to specialize in certain areas,but this is a problem too,as other structures may also be needed.

Examples.

I designated Stuttgart right from the beginning to conduct high end weapons research.
Paris was my medical facility for ages,but now the Cult/Wargot threat is right on the border Paris is slowly changing into a sort of military/anti propaganda outpost  ;)
London,I have had problems with from the start,due to the lack of space.However,the Cult threat in USA is still strong and I forsee an imminent attack on the UK pretty soon,so it has adopted a similar stance to Paris.
Moscow is generally dealing with Cyborg implants.
Tehran,Riga,Istanbul and Baghdad are all conducting basic weapons research and manufacture.I am basically making the 'East' a large manufacturing facility,you know?While the West is the main Research hub.
Stockholm is my rather isolated advanced weapons facility at the moment.

I currently have no psi lab or med facility.I could really do with making a trip over to the USA pretty soon,as I expect a few bases will be over there,ones that will take the damn strain off Europe a bit.I have no Jet propulsions though.I DID have one before in Russia,but it had to be disbanded for the implant work to begin.

How do you generally plan your bases?do you say,set up identical bases to mass produce a particular item? or do you try and make specialist bases?.

In a nutshell,there is so much going on now,its hard to maintain and keep a clear goal.I must say though,I have not lost a province yet,and have lost ONE soldier in the entire war.That will soon change im sure.

I think I am going to keep my game going but start a new campaign to experiment for a while.I think a furious blitzkrieg tactic through the whole of Europe this time is in order,and to try and get into N.Africa a lot sooner too.I expect to take the whole of Europe inside a week (in game time),and in a month I expect to be inside USA and beyond!

And Gringo,I am adopting a total war strategy this time,NO diplomacy,just speed.THEN when the fires are dying out I may compensate them.

Cheers.
For those wanting to delve deeper into UFOAL and learn advanced strategies etc , visit my own UFOAL group at -  http://games.groups.yahoo.com/group/the_uf...ecreation_dome/

#22 uly

uly

    Squaddie

  • Members
  • Pip
  • 44 posts

Posted 20 November 2005 - 01:21 AM

P_Riley_UK, on 4th November 2005, 3:09pm, said:

Yeah, your tactics is sound, and it looks nice.  But I'd say you're giving the game AI way too much credit.  With few exceptions, the enemies only come from one direction; you just have to find out which.  That's not hard to accomplish with a halfway decent scout.  While you are frequently outnumbered and outgunned in this game, you always have the advantage that the enemy won't coordinate and will rush at you whenever they see you.

My tactic is thus very simple: one scout (and later katana-wielding commando), three rifles (and later snipers) and three machineguns (later gunner).  I have the scout's speed pumped as high as I can, and he simply runs around full speed without stopping.  Forget perception and all that, anything becoms visible when you're 5 ft away from it.  The enemies are very rarely quick enough to react to a rampaging scout, and even if they do you can usually dodge their bullets (without needing the Dodge ability) by running away from their line of fire when they take aim.  This, of course, has the added bonus that once you have his speed maxed out, you can even run circles around most enemies to draw their fires in random direction.

As for the three snipers and three machinegunmen... well, I really don't think much explanation is necessary.  With the scout causing general confusion in the enemy line, my snipers always have plenty of time to get into good firing position.  They are usually enough to keep the enemies away that the machineguns never fire a shot in outdoor maps.  But when they do get close, the three machine guns will of course be there waiting.  Indoor missions call for a different tactics -- an even simpler one.  Instead of using the scout, I simply do recon en force with the three gunners, three very trigger-happy gunners.  There.

Later in the game (where I am now), the enemies become very generous with explosives, so a close formation will just be invitation for rockets.  Keep the squad spread out.  I'd tried to have a designated medic, but I realized that it would never work.  The medic will more than likely be out of reach or be the one knocked out.  Basic med kit on everyone is the way to go.  I don't use explosives much myself, since they are overkill on weak mutants but don't cause enough damage on Wargots and up.  The only use they have is to knock the enemies down and/or burn them to death, but they're usually not packed close enough to justify the effort.  Crazy streaking scout is infinitely better.

#23 Crazy Gringo

Crazy Gringo

    War is hell and war never changes therefore hell never changes

  • Site Staff
  • PipPipPipPip
  • 512 posts
  • Gender:Male
  • Location:Albertslund, Denmark

Posted 20 November 2005 - 10:13 AM

Thanks for the questions Riley.

I'm not considering any of my bases as permanent bases as in research and manufacture. I reconstruct them to fit my current needs and according to the global situation. I do know that this strategy cost a lot of resources but the gains are better then having a idle lab/factory sitting still even if my factories rarely sits still since I'm stockpilling a lot to able to counter what ever that is thrown at me.

If you build specialist centres you might get heavily crippled if you loose one instead if loosing a bases with 'one of each' in it. So I build bases with 'one of each' to spread out my specialist knowledge because specialist centres don't get any special bonuses in the game, which would be a thing to include to adopt the specialist centre strategy.

I also recently got infravision system which kicks ass....My scout detects enemies almost halfway across the map....So my snipers are having a field day as in my picture 'Reticulan shooting gallery'.

One of my concerns is the cloaking systems that I'm currently manufacturing....Infrared is one thing....Psionics is another....Default cloaking systems only makes you invisible but still allows your psionic emissions to light you up like a lighthouse.

When I do get the cloaking systems finished I try out a total stealth tactic with silenced weapons when cloaked. 'Oops I just lost my head there!' 'Or why is that guys convulsing heavy while getting a lots of skin punctures?'

Denying the enemy the knowledge of your position is always a prime concern for any military leader.

If you're discovered you better make it a living hell for your enemy with maximum firepower applied in his general direction.

About this out war tactic....I must admit that it is pretty annoying when you want a territory to plug the last holes of potentially rebellion against your presence. So I made some pre-emptive strikes and took over the territories with much bloodshed. 'Am I evil?' I thought for a short time then said 'Naaaah! They were just the wrong place at the wrong time! There isn't any being rights organisations here.' and then plunged further into this war.


Well I'm off to kick an Cultist invasion force out of Spain (were they going for Ibiza?). I've already kicked them out once. I guess the games AI is somewhat inept of learning.

If there is some pictures worth posting I will do so....
Words to live by from Sergent Gunnery Highway: ' You adapt, improvise and overcome!'

'To kill a dream it is not enough to kill the dreamer', -Quote by Crazy Gringo until proven otherwise.

Mental Father of Air Morelman and Air Wargot!

Official StrategyCore UFO: Afterlight previewer. Preview here!

Has joined the league of 'The Crazy 8800s'

#24 Martian base commander

Martian base commander

    Alien collaborator

  • Members
  • PipPipPipPip
  • 463 posts
  • Gender:Male
  • Location:South Yorkshire , England

Posted 26 May 2006 - 05:24 PM

As our screenshots section slowly seems to be evolving into an intricate display of tactics and sheer genius (largely on my part) :P  ,I suggest we devote an entire section for the very thing.
Only the most battle hardened need apply here  :P
If you feel we need to get this area started I suggest you plough your way through my mammoth contributions to the screenshots section.

Lets do this!  :P
For those wanting to delve deeper into UFOAL and learn advanced strategies etc , visit my own UFOAL group at -  http://games.groups.yahoo.com/group/the_uf...ecreation_dome/

#25 Crazy Gringo

Crazy Gringo

    War is hell and war never changes therefore hell never changes

  • Site Staff
  • PipPipPipPip
  • 512 posts
  • Gender:Male
  • Location:Albertslund, Denmark

Posted 27 May 2006 - 03:31 PM

What about this section here, Riley?
Or are you looking for something different like a tactics and strategies guide for all to enjoy?  :P
Words to live by from Sergent Gunnery Highway: ' You adapt, improvise and overcome!'

'To kill a dream it is not enough to kill the dreamer', -Quote by Crazy Gringo until proven otherwise.

Mental Father of Air Morelman and Air Wargot!

Official StrategyCore UFO: Afterlight previewer. Preview here!

Has joined the league of 'The Crazy 8800s'

#26 Martian base commander

Martian base commander

    Alien collaborator

  • Members
  • PipPipPipPip
  • 463 posts
  • Gender:Male
  • Location:South Yorkshire , England

Posted 27 May 2006 - 05:30 PM

Damn,I forgot about that post Gringo,such a long time ago now :P

Which ever one we use (I suggest this one as its more recent) we should try and keep it going and not just give up on it,I know I know,it demands time and effort :P
And of course,a strategies guide for the rookies is fine too.Chances are though it'll end up being just us two and a few other dogs of war that will contribute...I may be wrong though.

Just for the record i'm called Paul,in case you thought I was actually CALLED Riley,as some Americans seem to have Riley as christian names (bizarre).Goes way back to the old Irish clans,even though I am English! haha.Having said that is it possible to change your user name to something more interesting than that of your own bloody name while still retaining your existing account?.Dont understand why I didnt do this from day one as I have with all my other accounts elsewhere  :P

Cheers.
For those wanting to delve deeper into UFOAL and learn advanced strategies etc , visit my own UFOAL group at -  http://games.groups.yahoo.com/group/the_uf...ecreation_dome/

#27 Crazy Gringo

Crazy Gringo

    War is hell and war never changes therefore hell never changes

  • Site Staff
  • PipPipPipPip
  • 512 posts
  • Gender:Male
  • Location:Albertslund, Denmark

Posted 27 May 2006 - 10:21 PM

Okay, Paul.
We'll use this new section then.
PM Slaughter or Pete about changing your username. They should be able to change it since they are administrators.
*Flashes his staff badge*
Even if I have this I don't have the rights to do it.
As for the new and old topics....I can merge them....Which I already did....
Words to live by from Sergent Gunnery Highway: ' You adapt, improvise and overcome!'

'To kill a dream it is not enough to kill the dreamer', -Quote by Crazy Gringo until proven otherwise.

Mental Father of Air Morelman and Air Wargot!

Official StrategyCore UFO: Afterlight previewer. Preview here!

Has joined the league of 'The Crazy 8800s'

#28 Martian base commander

Martian base commander

    Alien collaborator

  • Members
  • PipPipPipPip
  • 463 posts
  • Gender:Male
  • Location:South Yorkshire , England

Posted 07 June 2006 - 01:17 AM

For anyone having problems fighting against the WGs or the Cult,I suggest the following tips/strategy.

In my particular game,I have 8 operational divisions,all for distinct puposes,and it works perfectly.

For Anti Cult missions I recommend a Heavy Infantry (HI) squad,composed of 7 humans in heavy armour,armed with Assault Rifles and AP rounds (for now).Generally speaking put the front line combatants in a line,to absorb the enemy attack,with the sniper close behind giving long range support,then have an Anti-Armour element (anti cyborg/heavy cultist in this case),to give explosion/incendiary support as needed.A dedicated Medic will also round up the squad.

Squad Layout:
1x Commander
1x Heavy Weapons Specialist (HWS)
2x Marines
1x Incinerator (incendiary rocket support)
1 Sniper (long range support,perfect for popping holes into those annoying Psionic snipers!)
1 Combat Medic (also acts as a 3rd Marine in emergencies).

For tackling the WGs (piss easy actually) I adopt a similar approach,however this team is comprised SOLELY of Cyborgs,I use no humans or Psi's as they are not that strong to confront the enemy here,at least not in my opinion.It is far safer to use a squad of Cyborgs that acts like a Mechanized Division,with tank/drone support up front to give extra armour and firepower.

My MI squad consists of :
1x Commander
4x Machine Gunners
1x Anti Armour (anti Wargot Power Armour,AWPA)
1x Repair Specialist , for patching the Cyborgs and Drones up.

Tip: Line your assault gunners up on the front line,with your AA close by,with your commander in the second line and your repair spec in the third.Wait for the WGs to appear,then CONCENTRATE your firepower on EACH single WG,dont spread your fire across the whole bunch,unless your CBs are VERY lethal.As the WGs begin to fall to your onslaught switch again to the next target,preferably the one closest to your assault force.By now you will probably have met a WPA.Take care,and switch ALL efforts now to the WPA,and now bring your AA to bear on it,and release missiles into the WPA.In time it will fall.Now patch up your men with your Repair Spec.
Carry on with this until the objective is complete.
Now you will probably want to add one or two Defender Drones to this squad (I do),in which case 1 or 2 Gunners will sadly have to be sacrificed,but the additional firepower of the drones is well worth it (or is it?).I have yet to give a verdict on this  :eh:
The main thing is NOT to split your force up,but keep them tight yet not TOO close in case of incoming missiles,in which case you can minimize damage by putting your men in a sort of staggered formation.

On the Geographical globe you will at some point encounter increased Wargot and Cult aggression,in which case you simply form a 2nd or even 3rd Mechanized Division,so that as one squad becomes wounded you have another fresh squad to keep the fight on! :thinking:
This strategy naturally takes longer for your men to gain XP ,but,do you really think Earth could be saved by 7 people?.Both my Mech Divs have Cyborgs ranging from L10s to L12s in my game,which is nice to say the least.
Also,when forming a new squad,it pays to create SPECIALISTS and not all-rounders,for then you will know instinctively who goes where and what job he/she does,ie,a Marine in my game is to go on each flank of the squad and provide flanking support,and they are experts at close range combat too,just in case the enemy makes it to my front line.My Heavy Weapons Specialist is also there as the first line of engagement,with the heaviest weapon and forms the centre of the front line,area effect weapons like the Plasma Cannon work great for this,if his skill (throwing) is high enough for the weapon as it is highly inaccurate and dangerous to operate if you mis-fire  :eh:

Hope some of this helped some of the new players,or those new to the WGs and Cult.If you need images to show this check the mammoth screenshots section  :P
For those wanting to delve deeper into UFOAL and learn advanced strategies etc , visit my own UFOAL group at -  http://games.groups.yahoo.com/group/the_uf...ecreation_dome/

#29 Crazy Gringo

Crazy Gringo

    War is hell and war never changes therefore hell never changes

  • Site Staff
  • PipPipPipPip
  • 512 posts
  • Gender:Male
  • Location:Albertslund, Denmark

Posted 13 June 2006 - 08:18 PM

Spoilers are very very much included.



















Against the Starghosts my early efforts were slow and painful to say the least until I devised the following tactics.
Assume defensive positions and let them come to you. You will get kicked in the rear if you run around like Rambo.

Energy weapons are the order of the day against the Starghosts.
I haven't tried sonic weapons on them so I won't be mentioning them. This is due to the fact that they are primarily 'stun' weapons.

Mind you not all of the weapon types like laser, plasma or warp are equally effective against them.
I find that lasers are somewhat ineffective due to their low damage. The Laser MG is a nice weapon of choice with it's 8 rounds of burst fire.

Plasma weapons has a decent damage range and if used correctly will kill of Starghosts after consuming the entire powercell. The plasma shotgun is a very nice close up defense weapon if any of the starghosts gets too close for comfort.

Warp weapons do have the damage range to do some serious damage but are in my experience just to dang  slow and gulfs up energy cells even faster then the plasma weapons.
The warp rifle is the only weapon that I even consider using due to the slowness of these weapons. The warp pistols have a lower damage range then the plasma shotgun so stick with the plasma shotgun for the close range encounters.
Reticulan warp weaponry is much better then the earthly ones so try them out.

And the bomb de surprise against the starghosts are....Explosives and the good old M60 with explosive ammo.
Especially against the defender type Starghost. Two M60's used by the right kind of people will do 150-250 damage a shot not including the odd critical now and then during the 10 rounds of burst fire.
Words to live by from Sergent Gunnery Highway: ' You adapt, improvise and overcome!'

'To kill a dream it is not enough to kill the dreamer', -Quote by Crazy Gringo until proven otherwise.

Mental Father of Air Morelman and Air Wargot!

Official StrategyCore UFO: Afterlight previewer. Preview here!

Has joined the league of 'The Crazy 8800s'




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users