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Well first, I'd just need someone to explain my forces who I was left in charge of, and what America was doing before I was put in charge
Your bonuses are that interceptors cost half upkeep, and recruiting soldiers costs 1 less per soldier. Your base is also extra-defensible if/when the aliens attack it.
At the start of the game Parker bought a training facility (which I will refund you if you want, since I really don't think it's necessary), 2 interceptors, 2 skyrangers, 2 lieutenants, 8 corporals, and 2 pilots. This left him with $16 in loose cash and an income deficit of $7 each turn.
Based on all that, I think it's safe to assume that he planned on buying lots of soldiers and training them as quickly as possible, and then probably selling lots of salvage to make up for the money loss
During turn 1 he assigned both of his science teams to researching alien communications (you can also change this). He sent both of his interceptors to the same UFO, which put up a rough fight before being shot down (one of the interceptors was almost destroyed, but not quite. He got $15 for shooting the UFO down). He then sent both of his skyrangers to that UFO crash site, where a bunch of his soldiers took damage but none of them were killed. They brought back a bunch of salvage which can be found in the record sheet linked in the campaign tab.
And that brings us to where we are now.

Asbjörn Elofsson |

Let's see, this next turn, I'd like to recruit a new corporal to replace the lost one, and he or she will be put in Team red as a replacement.
I'd like to put Corporal Berglund down as an agility instructor, and the rest of Team Red in training.
That'd put be at 0 income.
And as to not let the extra 15 go to waste, we'll buy Laser Lmg's for that.
As for research, Team two will continue with Alien tactics, to see if we can expand on what we already know.
Team one will switch from armour to researching the alloys instead.

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Minder, you mentioned that you wanted to build enough Laser LMGs for everyone. I've put two on your sheet (since that's how many of your guys currently are using LMGs), but I'm not sure if you wanted more.
I also need to know if anyone else is planning on building some of those right now.
Other than that, all I need is Bradley's stuff and we can start on turn 2.

TAR-VI |

On the note of laser lmg... it misses the 'can attack twice in a round' entry the 'standard' lmg features.
Is this a bug or a 'feature'?

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On the note of laser lmg... it misses the 'can attack twice in a round' entry the 'standard' lmg features.
Is this a bug or a 'feature'?
It's a 'feature' I'm afraid, as your current technology takes a while to power up a significant charge. Further research can improve things like that and the range of the weapon to make it more viable.
Minder--you can sell the old LMGs if you want. But you'll get a total of $0 for each of them, since you have an infinite supply.

AndrewAnderson |

For next turn I assing 4th science team to interceptro armor project.
And I began building second training room
Plachý will train the same 3 guys natural leader talent again, hoping for some success now.
What about aliens in Turkey, do I get reward other then salvage for it as thanks from turks or salvage is all I got?

TAR-VI |

Actually, I'm with Anderson here.
Short range for LMG isn't good.
They're primarily used to suppress and pepper big foes with lots of lead (hopefully from some safe distance).
Neither of both applies for the laser variant.
I'll pass on my two ordered ones as well. There's better use for the money atm.

Asbjörn Elofsson |

Right, this will take some explaining to do.
I'd like to take Carin Hermansson and have her switch places with Carl Jakobsson.
Then in each group of four, I'd like to give the soldiers with 2 in agility a LMG instead of the carbine, and a nano vest instead of the Nvg's.
I want those two the take the front in the squad with the carbine's taking the rear.
And finally, since under normal circumstances there will be at least two units of four in each engagement, I'd like to introduce the standard tactic of "alternate advance".
Where one team advances while the other one gives them cover, and then alternate.
And of course, we'll try the next tactic of "slag the Sectoid first and see what happens".

TAR-VI |

Question time again:
How about training and recovery?
Does a training soldier recuperates from fatigue?
How much fatigue do they recover per round?
If I recruit new soldiers now, will they arrive in time to be used for the coming attacks?

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Question time again:
How about training and recovery?
Does a training soldier recuperates from fatigue?
How much fatigue do they recover per round?
If I recruit new soldiers now, will they arrive in time to be used for the coming attacks?
Any soldier who does not go on a mission recovers 2 Fatigue, so training soldiers would still recover.
Newly recruited soldiers do arrive in time to be used that same turn.
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Eragar wrote:Newly recruited soldiers do arrive in time to be used that same turn.I thought it takes soldiers 1 turn to arrive. Since it's not a case a will recruit them next round to save money on upkeep as I didn't plan on using them on turn 2.
I took them off. You'll need to remind me again next turn to put them back.

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TARVI--I've updated your squads with their new loadouts. The only thing I'm confused on is that in your post you listed Sergeant Gerhard as having the "AWG" loadout, which I couldn't find on your profile.
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I also have a question for everyone: Bradley has been absent for a while, and I want to take your input on what we should do about that. Should we give him a few more days to respond? Should we find (another) new player, or should we drop the American cell altogether?

TAR-VI |

Ah I think that is a legacy problem, plus a typo).
My MG guys are named AW-Trooper (Automatic Weapon Trooper) and I obviously tried to shorten that even more to just AWT.
So a mashup from AWT and MG (what I was thinking about), got to AWG instead ;-)
@Bradley discussion: Since he's not interconnected with any of our operations at the moment, you can simply go on with our stuff and give him some more days to catch up. It's quite a lot to digest I guess?

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Ah I think that is a legacy problem, plus a typo).
My MG guys are named AW-Trooper (Automatic Weapon Trooper) and I obviously tried to shorten that even more to just AWT.
So a mashup from AWT and MG (what I was thinking about), got to AWG instead ;-)
That's what I guessed, but I wanted to make sure. Did you want to fit him with a medkit or a breaching charge?

TAR-VI |

Breaching charge please. You can never know when it is time to blow something up :-)

The Director |

Hallo Commanders.
I will be taking control of the US XCOM Cell indefinitely. I look forward to playing with you all.
Please be aware that the US XCOM cell will be undergoing a restructutring under my direction. Simply put: the modus operandi of the previous commanders is no longer ideal for the United States or their agenda.
I am looking to reduce my active forces by 8 Corporals. If anyone would like the excess soldiers please say so. I don't imagine you'd have to pay a recruitment cost.

AndrewAnderson |

Greeetings
looks like we might finally continue once more
Not a GM although I think you should be able to reorganize you troops however you want and those 8 corporals could be refunded without breaking anything since they weren't involved in any combat or training and we arestill pretty much starting.
For your question regarding max amount of interceptors there are no limits about how many units can engage other then how many you have. Actually each UFO we shot down was engaged with several birds.

The Director |

Agent Doe (formerly Lieutenant Gallows 1-1)
Agent Freeman (formerly Lieutenant Gallows 1-2)
Agent Point (formerly Corporal Gunman 1-1)
Agent Bates (formerly Corporal Gunman 1-2)
Agent Clark (formerly Corporal Gunman 1-3)
Agent Dukes (formerly Corporal Gunman 1-4)
Agent Abbot (formerly Corporal Gunman 2-1)
Agent Roth (formerly Corporal Gunman 2-2)
Agent Stone (formerly Corporal Gunman 2-3)
Agent Sanders (formerly Corporal Gunman 2-4)
Agent Dredd (formerly Corporal Gunman 3-1)
Agent Adams (formerly Corporal Gunman 3-2)
Agent Smith (formerly Corporal Gunman 3-3)
Agent Marshal (formerly Corporal Gunman 3-4)
Agent Parker (formerly Corporal Gunman 4-1)
Agent Kane (formerly Corporal Gunman 4-2)
Agent Thorn (formerly Corporal Gunman 4-3)
Agent Graves (formerly Corporal Gunman 4-4)
Agent Lee (formerly Corporal Grizzly 1-1)
Agent Sullivan (formerly Corporal Grizzly 1-2)
Agent Daniels (formerly Corporal Grizzly 1-3)
Agent Mason (formerly Corporal Grizzly 1-4)
S. Agent Hammerfall (formerly Little Bird 1-1)
S. Agent Raven (formerly Little Bird 1-2)
S. Agent Gospel (formerly Big Bird 1-1)
S. Agent Glory (formerly Big Bird 1-2)
I'll declare my deployments shortly

AndrewAnderson |

Director you may want to send more then 4 troops on mission your skyrangers can take up to 12 men (based on modules which are detailed in your part of sheet). From previous experience even with 12 I feel that I was quite lucky not to lose anyone so group of 4 doesn't really stand a chance unless they are really experienced.

TAR-VI |

I have started a cooperative google doc, where I put all currently known enemies, their appearance and most stuff we know about them.
It is written based on TAR-VIs knowledge, so any secret research results (from other cells) is not included.
Just check out the Link under my name and atop my avatar icon.

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Director: I've renamed all of your guys. For the sake of keeping my stuff consistent, I've left them with the normal military rankings, but if you refer to them as Agent I (corporal) or Agent III (lieutenant) etc. I'll know what you're talking about.
The other thing I want to make sure you're aware of is that Abbot, Roth, and Stone are all currently at 2 Fatigue-which means they'll be at -2 Evasion and -2 Accuracy (using a D10 system, so 20% penalty) in combat this round. I don't want to tell you who you should or shouldn't send, but I want to make sure you didn't just miss that information.
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For everyone: with Valentine's Day I won't get the chance to start air combat until I get off work tomorrow, but we'll get things rolling then.

TAR-VI |

@GM: I thought it was clear from context. The newly formed squads 4-6 will be deployed.

The Director |

Super smooth on my Pixel. It's exactly like XCOM gameplay wise. The major differences is the textures of your soldiers and the maps have been redone for the phone and some of the smaller cutscenes (like the little ones that play during an autopsy) are missing. It's a great port though. All the gameplay elements are the same, the maps are all the same size, all the content is there.