I've always hated ethereal missions - particularly when I don't know the psi-strength stats of my soldiers.
I don't mind skipping the occasional ethereal ship that I shoot down, but the bases are a real pain.
So how do you get them out of the picture quickly and efficiently?
Simple, perform a surgical strike. This strategy absolutely requires blaster bombs, and will work on any of the alien species you really just can't be bothered to deal with. It can be done with any number of soldiers - from two to a whole batallion.
First you drop down the lifts and scan the immediate area and try to locate the command centre. Don't move too far from where you start. If you haven't located the command centre in a few turns, you'd better get back to the escape pads, dust off and retry the mission after your ship's refueled.
Tanks, if you don't mind risking the chance of losing them or you don't mind leaving them behind (in case you need a hasty retreat), can go deeper into the base to search for the command centre for you.
Once you locate the command centre, have your blaster bombs destroy the four command tables on the first floor. All 16 quarters need to be destroyed. You'll probably need at minimum 3 to 5 blaster bombs for this if you don't get a clear view of the command room (remember, you don't have to go up the lift - you just have to slam the missile into the spot underneath the tables to destroy them. I'd suggest a spot between two tables to save on blaster bombs. Also try to send the bombs through the windows to save breaching the outer wall).
After the tables have been destroyed, initiate your evacuation procedures. Send everyone to the escape pads and dust off. If you managed to kill any ethereals near the lift, you can score a few more points by bringing their equipment back with you. If you stunned an ethereal (and you still haven't got the psi-labs yet), you might do well to drag the unconcious ethereal to the escape pads. When you evacuate, you get to abduct the ethereal as well.
Once you've escaped, the base will be disabled and wiped off the map (no, I don't know why the loss of a few tables can disable the base. 'tis a mystery!

). You'll get the usual 500 points for disabling it + points for any artefacts/corpses/captured aliens you gathered + points for any aliens you killed.
If you're quick, you can probably disable the entire base in 3 - 4 game turns.
Granted, this tactic does not net you the best score or any of the elerium (unless you actively seek it out and gather the pod - which takes too long) or any other of the loot you would have received for wiping out the base defenders. It does however mean that you've just obliterated the base belonging to a very dangerous alien species, which, I think, is the better prize.
By the way, if you find you're having trouble handling swarming sectopods - a great anti-sectopod weapon would be the small launcher's stun bombs. They can knock out multiple sectopods instantly. If you feel this is crazy, I suggest you go and try it first. It won't work 100% of the time, but when it works, the instantaneous effect will speak volumes.
You might have noticed how similar this method is to how you deal with TFTD's alien colonies and artefact sites. It is. Instead of one small synonium device, in UFO, it's sixteen command table quarters.
- NKF
Edited by NKF, 28 December 2003 - 07:46 AM.