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XCOMUFO & Xenocide

Ufo Insertion Squad!


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There are many tactics for getting into a UFO, such as going through the front door. But, it is possible to enter in other, sneakier ways.

 

You'll need Marsec flying armor, Devastator cannons (recommended), and vortex mines. (for the bigger UFOs)

 

On some UFOs (the purple ball) you can take the devastor, and shoot strait up into the soft gooey inside of a UFO. It's not protected. Then take your guys, and use the devastators to tunnel through the UFO.

 

On bigger UFOs, you gotta pierce the UFO armor, even on the underside. Two vortex mines on the same spot under the UFO should make a hole big enough to sneak in. Then take your flying guys, and tunnel to wherever you want to go.

 

You can have your whole squad shoot through the walls, and kill everyone inside!

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I perfer to camp near the doors. Especially on battleships and motherships.

 

On transports, I just rush em. It's not like there is anything dangerous in there anyway.

 

Destroyers and assault ships also get the camping treatment

 

Bombers get rushed

 

Escorts are ignored. On the rare ocasion that I do attack one, I tunnel through into the alien's stronghold.

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I like escorts cos u can shoot the missiles on da sides, then climb the hill jump into the hole and get into the center of the ufo that way!

 

while another group goes through the door and da aliens get diced into little squares by a cross fire

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I always used to camp. I would position my two squads of six just to the left and just to the right of the main door, or if there are two, one directly in front of each. That way maximises firepower without exposing your men too much. the only trouble I ever had with this tactic was the occassional grenade, but as I play real-time, I tend to get away with that. Also, I think I only ever assaulted one b-ship and one mothership, but they are difficult buggers to take out. I like a lot of space round the doors, but the b-ship had a map which meant I had to go all through this small tunnel, past the occassional popper, straight into this, this thing. Megaspawn I believe. I think I will mind those missiles in future.

 

My tactic was to use two squads of 6 for most of the game. The second squad may be split into two parts: 3 escorts carrying devastator cannons, and 3 Heavy Arms (Heavy Launchers/mini launchers)

 

Just stay near the doors/scout the craft again. It will come out. Just cover all the angles. Also, real time is better for this, as you can speed it up :D

 

Finally, if it never shows, just get whatever alien stuff you can, and shoot to the arrows round the map, then you get out.

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I usually camp until the UFO doors get blasted. At that point, it is dangerous to camp (because if you don't have cloaking device, and they do, they get free shots). So I rush to the doors and hold them with 4 soldiers (2 kneeling, two standing). By now the poppers should have died, so it's a matter of waiting everyone to come out.

 

Megaspawn is an entirely different matter.

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By the time I fought a battleship, I already had toxin B, which is very powerful. It can kill arthropods and skeletoids in 1-4 hits(much faster than devastators can), it goes through shields, but it takes about 20 shots for megaspawn and 15 for PSImorph.

 

I played turnbased. I would have a few campers, a few runners, and an insertion squad. The campers held the door, the runners ran in every turn, emptying a few toxin clips, and the insertion squad would make their own enterance. It's worked out very well, so far.

 

It's fun using devastators to carve out the Megaopolis-UFO Chunnel. :)

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