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The mission can be tricky in May, but it's doable if you play sensibly and don't advance recklessly - you get the benefit of up to 10 soldiers whether or not you have bought the squad size upgrades and the enemies you face will scale to Force level the same as on any other mission.
It's probably not ideal to have it so early, but if you prepare for the mission it can actually reward a huge amount of bonus kills and experience across a lot of troops.
I dunno man, I am on L/I/HG/PE, and I'm not a master player. I nailed the first three missions and figured something had to be the reason things were going so well. Open the first set of Dark Events and was like yep, called it. Hunt XCOM and Stiletto Rounds.
Just make sure you've got a healthy supply of grenadiers by May and play the usual sensible Avenger defence strategy of just holding position for 4ish turns while the initial pods come to you and your first few reinforcements join the fray and you'll be fine.
IF you do get grounded, FringeHunter's advice is solid. And don't get spooked. Also, Commander doesn't release all your defending squadies at once. Over time, he sends 'reinforcements. So keep to defensive positions around the ramp. Make the alien scum suffer your overwatch. Keep your squad alive and your numbers will increase. Bide your time. As I recall, there is no countdown on this mission. Save going for the jammer for later, until:
1) You have all your reinforcements, a squad of 10, I think. 2) The Alien Scum send their toughest troops early on. Survive that, kill 'em from your barracades.
3) After a while, aliens scum will air drop reinforcements. Flairs will mark where they will drop next turn. Set up an overwatch nightmare for the uninvited drop ins. Welcome to earth, BANG.
4a) When you see the pattern of reinforcements dropping in, and you can now handle them, divide your 10 member squad into two forces. Main one (and any wounded troops that need to stay back in ramp), defend the ramp, and nail any drop ins near the ramp. [In my experience, the drop ins are always near the ramp. And pretty predictable.]
4b) Take your second, smaller squad, with a > scout < and scout out the jammer. It will be defended. My experience, usually 3 alien scum, (has 2 snakes). Paitence, creep up, get best position, ignore the jammer (temptation) kill, stun, whatever, the alien scum. Then jammer.
5) Carefully bring jammer busting squad back to ramp. Alien reforcements will still be dropping. Join the fun at the ramp. All clear, Avenger take off. Hope this helps. Don't get spooked, paitence. You will win, Commander.
Speaking of that, are you guaranteed a chance to counter the first two Dark Events that come up in March?
Stiletto rounds tend to be pretty mild, especially on GH it's one of the ones I would be happier to see go through, it only applies to ADVENT forces, and only to ranged attacks, so unless you're getting hit by a trooper or officer and would have survived with exactly 1 HP (or you don't bring medikits, in which case, consider starting) then it usually makes no difference whatsoever as healing the damage also removes the debuff.
You cannot get the option to counter more guerilla ops than you have regions under XCOM control, which is a good reason to contact 2 or possibly 3 regions very early in a campaign. You can, however, counter hidden dark events, you just won't know what it was until you successfully counter (or if you don't counter, until it activates).
You cannot counter dark events by resistance ops.
Here's what I do:
Wait for the first raid on the ramp with everyone in overwatch and you'll decimate them pretty quickly sending out a Ranger in conceal on the flanks--- WAY out, and work your way around to the rear, usually from the left hand side of the map. Always have a ranger in phantom BTW.
Once you kill off the first main assault move your most armored team of 3 into the center within range of people on overwatch and heal gremlins. Any second assault, or rear guard, will focus on that team while the ranger works his way around to the beacon and caps it solo pretty easily.
From then on just keep overwatching the 3 man team, and have the ranger make a mad dash back toward the ramp capping people with his slash attack.
The may take a lot of wounds as they get wounded and healed over and over, but so what-- mad XP and loot.
Good luck.
you get 10 guys vs the world and maybe 4 turrets. you just need to squadsight the relay and shoot it till it dies then bug out.
I''m not sure what all your gameplay abbreviations are, Legendary ironman, grim horizons, Physical education? whats PE?
regardless the ufo comes it triggers a mission, not a big deal of a mission if you have a couple snipers.
if you aren't a pro player, Legendary ironman might be bad times. you gotta accept your licks and losses.
but with grim horizons the hunt mission is no big deal because its one and done. it attacks it triggers a mission, then afterwards half your supply raids are landed UFO missions. which are better than regular supply raids because there is a hack reward.