Let's Play XCOM: Dear Princess Celestia, send more rookies

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Let's Play XCOM: Dear Princess Celestia, send more rookies

Post by Strangepony (?) » Fri Oct 04, 2013 11:21 pm

Listen up, recruits! You have been selected for membership in XCOM, the top-secret international alien-fighting team. You will be part of the critical rapid-response combat team to investigate alien activity on the ground.

I will not lie to you, casualties are expected to be high.
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But you are the best the armed forces of the world have to offer. (Or maybe you're the useless twerps they wanted to get rid of.)
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(OK, I don't know how often I'll be able to update this. My reports may be sporadic. Post in the thread if you want me to name a rookie after you.)

Sound off! :jingo:
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Post by CCMAC (?) » Sat Oct 05, 2013 12:39 am

Private Dennis Tane! Ready to whoop ET's ass Sir!
Someone call Twilight Sparkle, shits about to get magical!
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Post by Artificer (?) » Sat Oct 05, 2013 2:10 am

Don't we already have one of these?

Well if we're going to keep doing it, then sign me up I suppose~
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Post by Perrydotto (?) » Sat Oct 05, 2013 1:00 pm

Add Mike Dawson. Thank you.
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Post by Strangepony (?) » Sat Oct 05, 2013 2:11 pm

Any suggestion for what continent to start on?

My last game was in South America, so I'm ruling that out. If no one cares, I'll start in North America, for that fat USA money. :jingo:
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Post by Dragoness (?) » Sat Oct 05, 2013 4:28 pm

Sure, throw me in. And rock some gold or orange colored armor, if you've got that DLC.

Fair warning: XCOM guys named after me have in the past had a habit of uh... doing the impossible, and not in a good way.
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Post by Mechanical Ape (?) » Sat Oct 05, 2013 8:58 pm

Please sign me up as rookie Dirk Awesomely. :jingo:
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Post by Strangepony (?) » Sun Oct 06, 2013 1:24 am

OK! I know I said USA before, but screw it, we're gonna be Europeans!

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Since you can't customize your soldiers before the first mission, I'll give you the short version.

(Help I can't make the spoiler blocks work. :fluttersmith: )

Out first mission:
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Who names these things?

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It's a... drive-thru burger joint? The aliens have come for our cheeseburgers?

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:twonk: Oh, shit, aliens!
:unenthused: Shut up, Dr. Vahlen, we don't need you to tell us how amazing it is to see actual aliens on earth.

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Two rookies injured, but still walking. Not bad at all.
:roll: And Dr. Vahlen is still complaining that we blew up the last alien with a grenade. Screw you, doc! I'll blow up who I want to blow up!

And now the part you've been waiting for: The new recruits. I just got the elite soldier DLC, so everyone gets kickin' berets.

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What's next?

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I went down to tell Dr. Vahlen to shut up again, and accidentally told her to start researching alien biology.

Now I've got three countries begging for my assistance: Brazil, Russia, and China. I can't save all of them, so make it rain, bitches! I'm leaning towards Brazil, just because of the engineers, I'll wait for your feedback.
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Post by CCMAC (?) » Sun Oct 06, 2013 5:40 pm

Oh yeah, Brazil. You want at least 10 engineers ASAP so you can build the next sat uplink.
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Post by Mechanical Ape (?) » Sun Oct 06, 2013 7:56 pm

If it were me -- not that I'm great at this game, so grain of salt -- my choice would be Russia. The way I look at it, by ignoring Europe you get 4 countries taking a panic hit, while there's only 2 with South America. I'd then invest the cash in a satellite and save the rest for a workshop.
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Post by Gloomy Rube (?) » Mon Oct 07, 2013 12:44 pm

Go with Russia because out of the three choices they have the best accent. :-I

Edit: I have never played this game so going with my suggestion may be poor. :-I
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Post by Dragoness (?) » Mon Oct 07, 2013 3:04 pm

Go for the engineers, they're basically the most important thing.
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Post by Strangepony (?) » Mon Oct 07, 2013 4:46 pm

I forget to mention that I blew our starting money on a satellite and a medkit. :liarjack:

Mechanical Ape wrote:If it were me -- not that I'm great at this game, so grain of salt -- my choice would be Russia. The way I look at it, by ignoring Europe you get 4 countries taking a panic hit, while there's only 2 with South America. I'd then invest the cash in a satellite and save the rest for a workshop.


We need 6 engineers to build a workshop and only start with 5, so I usually go for engineers on my first mission. But you have a good point about the panic levels.

I don't think we're gonna build a second uplink anytime soon. That takes 10 engies and a bunch of money. If we build a workshop first, we'll be short on power, too. It's a conundrum. :pinkieshrug:
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Post by Perrydotto (?) » Mon Oct 07, 2013 4:52 pm

Get that second uplink as soon as you feasibly can. Get on that panic reduction and sweet concil cash! :twonk:
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Post by Strangepony (?) » Tue Oct 08, 2013 12:16 am

Considering I'm using the random stats option, I thought you might want to see your stats.

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Dennis here is just unreasonably skilled for a squaddie. If he makes it to colonel he'll be a killing machine.

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Artie here, not so much. Oh well, you only have to get close when you're firing rockets. :v:

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Grilox is the guy who got wounded on the first mission, so he's out of order. The other solder from that mission is still recovering. She's a sniper, if anyone wants to claim her.

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Pretty much average, but with kickin' sideburns.

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When you have the highest will on the team, you can swing a custom uniform. :chillin:

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Not living up to your last name there, Dirk. :unenthused:

More to come! :pinkietoot:
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Post by Gloomy Rube (?) » Tue Oct 08, 2013 12:04 pm

Already injured yeaaaah! :twonk:
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Post by AlliterativeAxolotl (?) » Tue Oct 08, 2013 12:08 pm

I want to join the Save-The-World-While-Looking-Fancy-Program please :allears:

Call me whatever you want, I like the names you make up :gotcha:
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Post by Strangepony (?) » Tue Oct 08, 2013 2:49 pm

You guys convinced me that mo' engineers, mo' better. So off to Brazil again.

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The OA is a warehouse and office of a paper company. Did the aliens get lost or something?

Artie is the first to spot the two sectoids in the parking lot, and the fight is on.

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Pvt Tane takes a plasma shot in the shoulder before returning in kind. First kill of the mission!

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Here he is patching himself up with a med kit. He would spend the rest of the mission too far away to do anything. :fluttersmith:

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Grillox tries to take the other one. It does not go well for him. He is wounded by a plasma blast, and the alien retreats, unscathed, into the building.

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We pursue, and Grillox gets sweet revenge on the one that shot him.

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Pvt Dawson seems to think he can shoot through walls. I think 30% is a bit optimistic, Mike. :-/ (This happened twice, in fact.)

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With the rest of the team either out in the parking lot, or stupidly firing into walls, Grillox pulls out the stops. See that little lump in the doorway? That's a grenade. :black101:

The idea was to widen the door so the guys in the parking lot could get a clear shot, but it actually pulped the last two aliens in one shot.

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Good job everyone. Shortly after we return, Dr. Vahlen has calls me up. Her team has finished their study of alien biology. She and Dr. Shen have a plan they want to try out. I can't stand her, so I make Bradford go instead.

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Suck it up, soldier. There's aspirin in the infirmary.

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Anyway, the plan is to stun an alien and drag it back to base so we can torture it to death. For science. :twience: Sounds good to me.

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Now we need to decide on the next research project. Doc V. estimates 12 days to design that fancy alien stun gun. The other projects are all 8 days. Considering we can't use the stunner without having a containment facility built, maybe we could squeeze in the alien materials study first? I want some more protective kit for my boys in the field.

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About that containment facility... We can't afford to build one right now. Should we build it as soon as we have the cash, or wait until after the 2nd satellite up-link? And what about a workshop? Where does that fit in? I'm so confused! :dizzy:

I'd like to focus on Dr. Vahlen's plan, and let her torture aliens instead of us. Any suggestions?

AlliterativeAxolotl wrote:I want to join the Save-The-World-While-Looking-Fancy-Program please :allears:

Call me whatever you want, I like the names you make up :gotcha:


I'll put you in next time. I don't think I've been doing anything unusual with the names, except Artificer. :-P

On the topic of Looking Fancy, I'm taking requests for uniform colors, headgear, facial hair, etc. Just because we're fighting aliens doesn't mean we can't look our best. :vogue:

Excuse me, I have to yell at a couple of soldiers for goofing off in the infirmary.

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Post by Strangepony (?) » Tue Oct 08, 2013 2:57 pm

Here's what the big board looks like after that abduction mission.

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Post by Gloomy Rube (?) » Tue Oct 08, 2013 5:29 pm

Strangepony wrote:Grillox


:twonk: :gonkity: :sweetielarm: :sweetiefrown:

Other than that though I rocked hardcore! Image
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Post by Strangepony (?) » Thu Oct 10, 2013 1:24 am

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Around seven o'clock an alarm goes off in XCOM HQ. Our lone satellite has picked up a bogie!

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Avalanche missiles make short work of the UFO. Time to get a team together to check out the crash site.

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Artie leads a squad of rookies this time.

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The squad touches down in a damn forest fire.

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We are almost caught off guard by a pair of sectoids.

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Most of the squad takes cover behind a pickup truck, abandoned by an unfortunate hunter.

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Pvt Dawson is on the other side of the road, trading shots with the ET. This whole fight, Dawson misses the Sectoid, and it misses him, despite the close range.

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Glaed fires from behind the truck, but can't hit much at this range.

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Arti runs to Dawson's aid, as plasma bolts fly by.

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With everyone on the same side of the road, someone finally sees the other sectoid. While they are doing the mind-meld thing, you can get a two-for-one shot by whacking the one that's not shooting back. Tricky, since they usually hide in cover while the turbo-charged one shoots at us.

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Dirk Awesomely tries to pull this off, and whiffs.

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But Artificer is there to pick up the spare!

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We follow the trail of wreckage to find this guy waiting for us in the UFO. "Being of (almost) pure energy"? Even I know that's crappy technobabble. :unenthused:

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Glaed takes a shot, but only wounds it.

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It repositions to get better cover, and takes a shot at Dawson.

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He was in cover, but it scores a lucky hit. Pvt. Mike Dawson, KIA. His luck finally ran out. :fluttersmith:

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This calls for extreme measures. Artificer shoulders his rocket launcher...

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Kaboom!

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I was hoping that thing was the last one, but no, still two more bastards skulking around.

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They hide behind the hull of the ship, so Artie and Dirk move in, as Glaed covers their escape rout.

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Artie gets injured, but he's still fighting.

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In fact, he's in a good position to take them both out.

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And for the second time in the mission, he kill-steals a pair of sectoids from Dirk.

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Artie pulled a Grilox and receives his promotion in sick bay. He got all the kills on this mission. :black101:
Glaed does not get partial credit for her assist on the energy being. We have strict rules about this XCOM. No scalps, no promotions. :twiright:

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We recovered some good loot from the saucer, including some things that Dr. Vahlen didn't even want to science. I quickly pawn them off to the council for more funds. Suckers!

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Now we have enough cash for Vahlen's torture chamber.

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So there we are. In ten days we can start doing some abducting and probing of our own. :party: And our next satellite will be ready in plenty of time for the monthly council report.
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Post by Strangepony (?) » Fri Oct 11, 2013 9:55 pm

Oh boy, another abduction mission! Where shall we go?

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Definitely England. We need money to jump start our satellite network.

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Time to put the team together. We bring along the new guy with the funny name.

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Big Sky drops them off in a miserable flooded street. The water is ankle-deep.

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There's our welcoming committee.

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Dirk and Glaed blaze away, but fail to hit anything.

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The new guy finds himself in a sweet spot...

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...but still misses.

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The critter moves behind the red car and continues firing.

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Once again, AA has a clear shot.

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Success! That's one down. They usually travel in groups of 2-3.

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There's the other one. Glaed takes a reaction shot.

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As does Dirk, but the xeno is unharmed.

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Glaed moves into flanking position, and takes a shot.

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The target is only wounded.

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The rest of the squad has no luck putting down the wounded alien.

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Axolotl chases it down.

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This proves to be a bad idea. He is badly wounded by a previously unseen alien. Pvt. Tane would later patch him up with a med kit.

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That is a large number of aliens. :ohgawd:

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Glaed is caught out of cover and badly wounded.

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Then the squad's luck took a turn for the worst.

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Dirk Awesomely is killed.

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Glaed does not take this well at all. Game over man, game over! :byodood:

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Time to start throwing grenades! Unfortunately, the one in the bus shelter survives the blast, and there's still enough of the shelter left to give cover to his allies.

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Glaed recovers from her freak out, and lobs her own grenade. Promotion get! :v:

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Then more aliens show up. How many does that make? Ten?

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Then Dennis Tane goes down. He wasn't killed instantly - we could save him, but we already used the only medpack. His only chance is for the last two soldiers to wipe out all the aliens before he bleeds out.

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Pvt Axolotl bravely stands his ground.

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He gets wounded by one alien...

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And the second hit is fatal. Glaed hauls ass for the transport.

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Sorry, Dennis.

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:negative: What a beat-down. I've never seen a mob of sectoids like that.

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The council will not be happy.

What a bloodbath. Should I assume everyone wants to be reincarnated as another rookie? :allears:
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Post by AlliterativeAxolotl (?) » Fri Oct 11, 2013 10:01 pm

What a massacre. Everyone did their best, but it was not enough, not with an onslaught of alien fury like this.
I'm so sorry, Strangepony :fluttersmith:

Name the new one Axenolotl :ohboy:
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Post by ToastGhost (?) » Fri Oct 11, 2013 10:10 pm

I'll avenge your horrible bloodied corpses! Sign me up, damnit!

Toast Ghost, give me something blue to rock.

EDIT: Yeah, Ironman Classic is rough. I completed one as my first success, and it was at no small cost.
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Post by Dragoness (?) » Sat Oct 12, 2013 10:44 am

:fluttersmith: Well, that was a disaster.

At least "I" got a promotion. :flutterunsmith:
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Post by Strangepony (?) » Sat Oct 12, 2013 12:44 pm

Glaed wrote::fluttersmith: Well, that was a disaster.

At least "I" got a promotion. :flutterunsmith:


Yes, you got promoted to a support trooper. Which is good, because Dennis Tane was our only support. Med kits and smoke grenades, yay. :yay:

You, Artificer (heavy), Grilox (assault), and the unclaimed sniper are all going to make an excellent team once you all get out of the hospital. :drpony: Artificer is a corporal now. :jingo:

Still waiting to hear from Tane, Dawson, and Awesomely's next of kin. :-I Same names again? Or should I use your user name, like I did with everyone else? :ponynet:
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Post by Dragoness (?) » Sat Oct 12, 2013 8:32 pm

I'm just hoping with that good Will my troop ends up gifted. That'd be pretty scary for them.
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Post by Strangepony (?) » Sun Oct 13, 2013 2:11 am

Everyone say hello to our new recruits.
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I need some more soldiers, but I can only afford one. Might as well. :pinkieshrug:

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Things are moving right along.

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The containment center is done.

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And the zapper! if we can capture something, we'll get a nice tech boost out of it.

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Oh right, it takes money to build one.

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I pawn off some alien stiffs to the council. I dunno what they want with all those corpses. Maybe I don't want to know. :nngh:

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A message from the council! And it's the Slingshot DLC that I haven't played yet. :scootawoo:

More to come! :excite:
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Post by Dragoness (?) » Sun Oct 13, 2013 8:12 am

Sorta spoilery for the first slingshot mission but you might want to know this before you get us all killed :v:

Or I'll hide it so you can go in blind if you want
The enemies appear in waves, triggered first at the end of the first turn, and then I think distance based from the starting point. And you may have to kill everything for the mission to end. So overwatch the heck out of everything, never have the VIP out of cover, and don't rush forward unless you want to end up flanked and then poisoned.
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Post by Strangepony (?) » Sun Oct 13, 2013 12:49 pm

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What are we, the witness protection program? Eh, we'll do what the council says, as long as they keep the eggheads and cash coming.

Operation Devil's Heat:

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Here's the team. I gave the unclaimed sniper to Perrydotto.

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And we're off. Looks like a standard VIP escort mission.

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Not long after we meet Zhang, aliens start dropping out of sky. This is the team's first encounter with the poisonous, human-ish Thin Men. One of them drops right behind us. :ohgawd: It seems like nobody can hit the damn thing. Perry and Artie both miss.

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Grilox moves to flank it. Oh, shit, overwatch! :applejargh: Grilox is killed in one shot.

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The teams responds in the usual way.

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When the smoke clears, the damn thing is still standing. :rage: At least it has no cover now. Artie finishes it.

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Pvt Dotto does not take Grilox's death well. She fires a wild shot... into the VIP. :applejargh: At least he's still alive. Artie patches him up with the team's only med kit.

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Toast Ghost discovers a sectoid, but he can't hit a damn thing.

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The VIP moves to better cover, and DAMN IT more reaction fire! The VIP is dead. :flipout: If this wasn't ironman mode, I'd reload right here. :notgonnadoit:

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An alien hawks a loogie at Perry. She's poisoned, and we don't have another med kit. :nnngh:

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Toast flips out and starts firing at the thin man that poisoned Perry. Shoot at the one in front of you, dude! You might hit that one! :facehoof:

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Artificer gets a good angle on the one that's pinning Toast down, and blows it away. Good ol' Artie.

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Perry succumbs to the poison. The team does not handle it well.

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Oh look, another sectoid joins the party. The team can deal with one secoid, if they stop spazzing out long enough.

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Nope. :bigmac:

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Artie snaps out of the panic, and blasts the lone sectoid. And that's it, end of mission.

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Once again, the lone survivor gets a promotion.

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Having a sergeant means we can build a officer's training school. This is a great idea, as soon as we have the money to do so.

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They sound a lot less upset than I thought they'd be.


Afterwards:

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The doc has something new to show us. Sounds good, but the extra bulk means no hand grenade.
grenade = easy kill = quick promotion
nano-fiber = not dying = eventual promotion
:pinkieshrug:

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And here's the big board. Japan and the UK are about to call it quits. I've got one satellite, so I can keep one of them. I was hoping for a successful mission to lower terror levels one of them, but but now it looks like that's not going to happen. I think I'll save Japan, and let the UK go to the aliens.
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Post by Mechanical Ape (?) » Mon Oct 14, 2013 3:37 pm

Humanity's taking it on the chin, but we're not done yet! :equestria: Let me tell you about a little something that our species has that Sectoids don't: a thing called balls. Balls is what will make the difference in this war. Balls will save us all.

Requesting a newly minted recruit named Mack McGraw.
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Post by Strangepony (?) » Tue Oct 15, 2013 12:53 pm

So I was saving that satellite to launch it just before the end of the month. That way I can maximize the chance that I'll be able to save one with a random abduction mission. But there's a downside to that strategy.

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Sometimes you load up a saved games and forget just how close you are to the deadline. :facehoof:

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I fear we are stuck in a vortex of suck. No money means no equipment, which means failed missions, which means no money. :notthisshitagain:

Maybe it's time to turn down the difficulty. Or maybe just :flipout: and start a new game.
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Post by Dragoness (?) » Tue Oct 15, 2013 1:16 pm

##vote :flipout:

Mostly becuase you failed Slingshot and that's not an option :P


But yeah, seriously, if you're gonna Ironman it, might be a good idea to bump down the difficulty just a tad. And/or restart.
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Post by Strangepony (?) » Tue Oct 15, 2013 3:40 pm

True fact: As an experiment, I started a new game on classic. Those Slingshot missions are brutal. :gonkity:

Also I learned that XCOM's autosave is crap. I wanted to restart the train mission after it went south -- it turns out the only autosave was when I only had one soldier left. :facehoof: I hate saving manually.

I shouldn't have used the randomized soldiers options. Most (all?) of the second wave options make the game harder, and Classic is hard enough as it is.
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Post by Dragoness (?) » Tue Oct 15, 2013 4:29 pm

Strangepony wrote:Also I learned that XCOM's autosave is crap.

Yeah. You only get one Geoscape and one In-Mission autosave at a time, and it autosaves at the beginning of EVERY turn in-mission.

Geoscape autosave should be right before that mission (or right after you came out of the previous one) though.
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Post by Mechanical Ape (?) » Tue Oct 15, 2013 4:47 pm

This LP inspired me to start my own Classic Ironman game over the weekend, and I also pooched it in the first month, and as I :flipout: 'd it'd be hypocritical not to allow others the same. I'm perfectly OK with a mulligan on this one, with different settings to boot if necessary. Aliens are dicks and the RNG is even worse.
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Post by Aatxe360 (?) » Wed Oct 16, 2013 11:34 am

I'd like to join! :gotcha:

Aatxe Gorri

I'd request Sniper, but anything else at all is GM's choice. :yay:
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Post by Gloomy Rube (?) » Wed Oct 16, 2013 2:43 pm

Well I died. :-I

Reenlist me as... uh...

Ruby Gloom I guess. :-I
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Post by Perrydotto (?) » Wed Oct 16, 2013 3:01 pm

I haven't touched Classic yet. Maybe I should, maybe I shouldn't, but XCOM as a whole is already intense enough on Normal Ironman, so eh. Might be bad for my blood pressure. :v:

Add a Jack Napier while you're at it, and make sure to give him purple armor and green hair. :gotcha:
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Post by Aatxe360 (?) » Wed Oct 16, 2013 9:13 pm

You know, Aatxe Gorri in deep, red armor. Black highlights. Sniper. :awesomedash:
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