Author Topic: The Hyphen Is Important, I Swear: Let's Play Classic X-COM [COMPLETED]  (Read 47866 times)

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #90 on: June 01, 2015, 04:25:57 AM »
...I have to mention that I am fully aware of... well, let's call it "an alternate timeline". You little devil. Can't blame ya, though.
I would have stuck with the results from that but when I opened the game up to continue I realized I forgot to save and lost any progress I had today. I do not intend to savescum to prevent any losses during this LP, which is why I've been reluctant to have any squad members named after forum members. Redoing a mission today was just an accident.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #91 on: June 01, 2015, 05:14:58 PM »

Using our new funds, we start expanding. At X-COM Two, we start constructing a long-range radar.



A slight change to the layout and the entryway to this base is also narrowed to a single chokepoint. While we're removing it now, building that storage room in that spot let us get the base online faster, allowing us to have that second hangar under construction well before the first was finished.



At the primary base, we start constructing an additional lab.


Engineering keeps working on the laser pistols. After this, we can manufacture more armor for the new troops, or start manufacturing Medi-kits for additional funds.



Less than half a day into the new month, radar spots another UFO. It's moving from the Middle East towards Europe.



An interceptor catches up with the craft and shoots it down over Ireland.


The Skyranger is sent out just after daybreak, for a recovery operation we're calling Spring Mass.














Standard procedure. First two out the door get support equipment, Sharpe gets auto-cannon, HE rounds.


The landing zone is clear of any hazards, so we start to fan out.


We advance, mindful of the terrain.


Blocking our advance to the east is a fence; it seems intent on redirecting us into the nearby orchard, which is a perfect spot to get ambushed.

\
Captain Sharpe's having none of that today. She blasts open a hole in the fence, clearing the way for an advance.


We start moving a team up to take advantage of the newly-opened gap.


Another team gets ready to move west.


Sharpe makes her way west, to clear any obstructions on that side.


We spot the UFO, and it's a total mess.


We continue moving the east squad through the field, taking advantage of the natural cover and the smoke from the HE blast.


Sharpe opens up another fence for the west squad.


We spot an alien through the ruptured hull of the UFO; it's not a Floater, or any other species we've encountered before.



Sharpe's the only one with a clear line of fire, and after some shaky shots with the auto-cannon, the hostile is taken down by a few HE rounds.


Voronin spots another alien through the window of a structure.



He opens fire, but even a direct hit from the laser rifle only succeeds in getting the hostile's attention, and it immediately fires back at him. With him down and nobody else with a good line of fire, Plan B is to throw a grenade near the hole in the wall.



Bailey spots another one in a similar building. Rather than risk a similar firefight, Michiko throws a grenade at the wall beside the alien, letting Bailey pull back to safety.




Neither grenade gets its target; however, with the wall opened up, Michael White can get a burst of fire in at close range.



While we're busy trying to find where the other alien went, one comes out from behind a wall and snipes Masaharu, who's watching for an advance from the other side of a fence.





Chasing that alien down, we find two of them between the buildings. Fortunately, James White is close enough and quick enough to get both of them. That cleans this mission up; this was a small ship we were dealing with, and a severe crash.

Results of Operation Spring Mass:
James White: 2 kills, promoted to Sergeant
Michael White: 1 kill, promoted to Squaddie
Andrea Sharpe Stewart: 1 kill, not promoted
Sarah Stewart: 0 kills, promoted to Captain
Jane Bailey: 0 kills, not promoted
Siegfried Steinbach: 0 kills, not promoted
Otto Krause: 0 kills, not promoted
Christel Unger: 0 kills, not promoted
Michiko Yamanaka: 0 kills, not promoted
Dmitriy Voronin: Killed in action
Masaharu Yamanaka: Killed in action
4 aliens killed by X-COM ground forces
No UFO components recovered



This could have gone way better. We lost two squad members and recovered very little.

The new alien we have encountered during this mission is being referred to the ?Snakeman?. It seems to lack the mobility of the Floater, but has far more stamina and endurance.
In other news, Leonid Romanov has been promoted to Colonel, despite not being involved in combat recently.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #92 on: June 01, 2015, 05:50:30 PM »
Why are the aliens the toughest things on the ship? >.<

Zengar Zombolt

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #93 on: June 01, 2015, 08:57:59 PM »
You could make body armor out of their corpses. X-COM Hunter when.

Stuffman

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #94 on: June 01, 2015, 09:39:22 PM »
The snakemen have arrived. I've been dreading this day.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #95 on: June 01, 2015, 10:17:10 PM »





We get some reinforcements in at the base, and rotate the squad around.



We assign the engineering team to build some more armor.


We requisition some more supplies.










Even more soldiers are brought in.


Radar spots another UFO, in central Asia.



Interceptors catch up with it over the Mediterranean, at which point the ship changes direction and starts heading east. It is shot down over Italy.


The squad gets geared up and ready to move out.


We deploy to Italy for our next operation, Mediterranean Sunrise.


Not going into detail about the mission loadout because it's nothing new.  From the start, we see the UFO; it's in fairly good shape.


No hostiles are within sight, so we start fanning out.


Unfortunately, one that was out of sight snipes Michael.


Bailey spots something in the shadows of the orchard; we can presume it is a Floater.


She quickly takes it down.


We move someone up to scout that orchard out, using the hedge for cover.


Sharpe is on backup in case we need to clear any terrain.


Searching through the trees, it appears to be clear.


Moving towards the ship, we spot another Floater just on the edge of our vision.




Krause's shooting accuracy is questionable, but he's out of the range of any counter fire and has plenty of time to take multiple shots. One hitting is all it takes.


We start going around the ship, sending people around both sides.


We send more people down to surround the crash.


We advance carefully, mindful of any windows and openings that ambushes can come from.



The slow, cautious advance continues.



While moving up, we keep in mind the potential for attacks to come from the sides or from behind.


The people catching up with the east team search the buildings.


Siegfried moves through another orchard, checking for hostiles while catching up with the west team.


Eventually, we confirm the area is clear, and move up on the ship.

Masanori Okabe and Tatsuo Akira have the best reactions, so they're the first in. Okabe spots a Floater on the left.



One down. We pull back momentarily and wait to move in again, hoping to fight the UFO's crew one at a time.




On the second run, we get another Floater in almost exactly the same spot. Okabe takes this one out too.



Tatsuo Akira starts the third breach, but isn't able to get a good shot in at the Floater on his right. Again, Okabe gets the kill.

Results of Operation Mediterranean Sunrise:
Masanori Okabe: 3 kills, promoted to Sergeant
Otto Krause: 1 kill, promoted to Sergeant
Tatsuo Akira: 0 kills, promoted to Sergeant
Andrea Sharpe: 0 kills, promoted to Colonel
Jane Bailey: 1 kill, not promoted
Yasuaki Yamazaki: 0 kills, not promoted
Siegfried Steinbach: 0 kills, not promoted
Clarence Carr: 0 kills, not promoted
Christel Unger: 0 kills, not promoted
Michael White: Killed in action
5 aliens killed by X-COM ground forces
UFO hull, reactor, navigation systems, and fuel recovered


This operation went reasonably well. We only lost one of our squad, and we managed to retrieve the UFO fully intact.

Leonid Romanov has been promoted to the rank of Commander, even though he's still wounded and hasn't been involved in combat for several weeks. McNeil, also in recovery, has been promoted to Captain. I have no idea who's assigning these promotions. Sharpe, who's actually been leading missions and doing things, probably deserved the spot more.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #96 on: June 01, 2015, 10:27:58 PM »
Nepotism in the ranks.

notverycreative

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #97 on: June 02, 2015, 08:00:27 AM »
Oh, man. X-Com. This takes me back. Played the hell out of it when I was in middle school. Best of luck to you, TAC. I'll be rootin' for ya.
I need an option, a reason, and some hope.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #98 on: June 02, 2015, 04:00:40 PM »

Leonid Romanov has recovered from his injuries and returned to active duty. I still question the merits of his promotion to Commander given his relative inexperience, but he shows a lot of potential.


We rotate the squad and equipment around on the Skyranger a bit. While we have room on the craft for up to 14 troops, past 10-12 it becomes extremely time-consuming to manage everybody's equipment.


We now have a second hangar ready at X-COM Two.

With a free hangar slot, some extra funds, and a few pieces of extra alien tech we aren't using and can sell for a quick cash infusion, we have a few options here.

-Purchase a new Skyranger. This will give us more long-range patrol capability, and let us deploy an additional squad if required. We can send a few of our veterans like Sergeants and possibly a Captain to X-COM Two to support this new squad.
-Purchase and arm a new Interceptor. This will let us launch more frequent medium-range patrols.
-Purchase a new HWP to provide recon and armor support to our squad.

CyberAngel

  • Retired
Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #99 on: June 02, 2015, 04:39:14 PM »
Quote
Tatsuo Akira

I forsee horrible mutations and/or city-wide explosions.

Quote
Andrei Ragulin

This guy's name is derived from a swear word :V

Anyway, I'd vote for an HWP. Do pick up an Interceptor instead if you think you really could use more patrols, but splitting the main team of veterans doesn't seem to have a good point to it. (I've read up on the game a bit, and it seems the amount of people of each rank that you can have is limited.)

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #100 on: June 03, 2015, 05:46:48 PM »


Selling a bunch of extra alien weapons we can't use means we have enough money to get both a replacement interceptor and a new HWP.



We can also get a new hangar under construction at our second base.




Our radar picks up another UFO going towards Europe. It gets shot down over Sardinia.


We commence Operation Italian Spring.


We start off fairly close to the crash site, which seems to be in fairly good condition as we arrive.


We start moving out into cover.


A Sectoid wanders around through the field, but doesn't seem to have noticed us yet.


We advance forwards slowly, trying to get a good line of sight for when it comes back in our direction.


We see it again, but nobody has a good line of fire from the position under the Skyranger.



We do however have a line of fire on an alien walking out of the UFO. Bailey shows off her incredible sniping ability.


We spot two Sectoids in the field now. With nobody in cover able to get a line of fire, we make a risky move and have Michael Blake try and take some shots.


Inevitably, the Sectoids begin counter fire. Somehow, despite getting hit twice, Blake is still standing.


Bailey moves up a little and gets one of the Sectoids, clearing a path for Blake to retreat.


Another Sectoid fires at Blake. Miraculously, even in his wounded state, even this third shot isn't enough to be lethal.


Another Sectoid pops out of the UFO and gets sniped.


Yamazaki gets out a medkit and patches Blake up.


No longer bleeding, Blake pulls back and out of battle.


We see another Sectoid at the front of the UFO.


Romanov snipes it, finally doing something to justify his promotions.




Another Sectoid fires at us, hitting nothing before also getting shot.


Yamazaki tries breaching the UFO, spotting a single Sectoid. After a few missed shots, he pulls back and waits for backup.


Bailey sweeps the area outside, spotting an open door, which means someone's been here.



She spots a single Sectoid in the doorway; her sniping ability is overkill at this close range.


We get ready to breach the ship with a larger team.



Okabe spots the Sectoid at close range. The rifle's a bit slower than the pistol in getting the desired result, but we're in.


We start moving the rest of the team in.


A Sectoid pops out on the right and tries firing a stun launcher at the team, which doesn't do anything. It promptly tries to run away, at which point Romanov shoots it.

Results of Operation Italian Spring
Leonid Romanov: 3 kills, cannot be further promoted
Jane Bailey: 3 kills, not promoted
Masanori Okabe: 1 kill, not promoted
Sarah Stewart: 0 kills, not promoted
Andrea Sharpe: 0 kills, cannot be further promoted
Yasuaki Yamazaki: 0 kills, not promoted
Christel Unger: 0 kills, not promoted
Andrei Ragulin: 0 kills, not promoted
Paul Reynolds: 0 kills, not promoted
Michael Blake: 0 kills, not promoted; wounded in action, will recover in 14 days
7 aliens killed by X-COM ground forces
UFO hull, reactor, navigation, and fuel recovered

This went well, all things considered.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #101 on: June 03, 2015, 06:06:36 PM »
Now that's what we wanna see.  Dead Xenos, looted parts.

CyberAngel

  • Retired
Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #102 on: June 03, 2015, 06:48:08 PM »
"When people back at the base saw all the plasma damage on Blake's armor, they could barely believe he could still walk on his own. They say it took hours for the medic team to take it off safely.

Behind his back, a new name started circulating. Deadliar. Something that came from a stupid rumor that he was actually long-dead and lying about still being alive."

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #103 on: June 04, 2015, 01:01:18 AM »

New nicknames to go around at the base. Blake gets ?Dead Liar? because nobody can believe he's still alive after 3 shots to the chest. Technically, his armor took two hits and he took one, but even after the medical reports people still aren't sure that he isn't some kind of undead wraith or something.


Okabe's earned the title ?Doorcrasher? for repeated successful breaches into hostile UFOs.


Bailey gets the name ?Holepunch? for her incredible sniping.





Our new HWP and interceptor arrive. We get the Interceptor armed up and ready for patrol; the HWP is assigned to the combat squad.




Engineering has completed the batch of armor that was assigned to them. We start work on some Medi-Kits to sell for extra funds.




A UFO is spotted over Central Asia, moving west over the Atlantic. It is moving slowly and showing no sign of changing course, so rather than wait and risk losing the pursuit, we shoot it down over water.





We spot another contact moving east from the Atlantic towards Europe. It makes its way over the northern United Kingdom, at which point we shoot it down.


We deploy for Operation Atlantic Breeze.










We know more of our squad is capable of using heavy weapons, so we're assigning more of them to the squad. Sharpe keeps her autocannon, while Romanov gets the Heavy Cannon and Stewart is keeping a rocket launcher on reserve.


We send the HWP out to scout.


Yamazaki keeps an eye on the other direction, using the landing gear for cover.


A hostile fires a few shots at the HWP, but we can't see it yet.



Moving up, we spot a Floater. Romanov says ?hello? with an AP round.


The coast looks clear, so we move the team up.





However, we come under fire from a nearby building. Yamazaki gets hit; Stewart fires back with her laser rifle, getting the Floater that fired on us... but another Floater is on the upper floor of the building, and gets her too.


We have the HWP start firing on the building.


It hits the building, but isn't able to get the second floor wall out of the way.



Another shot goes through a second-floor window and winds up hitting the ceiling.



Another Floater starts moving up on us, but Bailey takes care of that quickly.




We finally get the wall blown open, letting Bailey take out the Floater in the building.


With all that taken care of, we start advancing towards the crash site.


The HWP gets rid of some fences and walls that are blocking our way.




We spot a Floater around the edge of the UFO. Bailey gets this one too.


We spot another Floater just next to the previous one. We let some of the rookies take a shot at it from a safe distance, but not even Bailey can manage to hit the damn thing.



Eventually, after enough shots, one of them's bound to kill something, and Unger's the one who manages to land the hit.

Results of Operation Atlantic Breeze:
Cmdr. Leonid Romanov: 1 kill, cannot be promoted further
Col. Andrea Sharpe: 0 kills, cannot be promoted further
Christel Unger: 1 kill, promoted to Squaddie
Jane ?Holepunch? Bailey: 3 kills, promoted to Captain
Mark Crossett: 0 kills, not promoted:
Masanori ?Doorcrasher? Okabe: 0 kills, not promoted
Andrei Ragulin: 0 kills, not promoted
Paul Reynolds: 0 kills, not promoted
Cpt. Sarah Stewart: 1 kill, killed in action
Yatsuaki Yamazaki: Killed in action
6 aliens killed by X-COM ground forces
UFO hull and navigation systems recovered

Zengar Zombolt

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #104 on: June 04, 2015, 02:53:52 AM »
Holepunch punches some holes, alright

notverycreative

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #105 on: June 04, 2015, 03:47:06 AM »
Are you playing it on DOSbox or would the old CD-ROM version work if you ran it in compatibility mode for Win95 or something? Just wondering. I almost feel like playing this again.
I need an option, a reason, and some hope.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #106 on: June 04, 2015, 04:50:08 AM »
Are you playing it on DOSbox or would the old CD-ROM version work if you ran it in compatibility mode for Win95 or something? Just wondering. I almost feel like playing this again.
I'm using the Steam version which comes with both the DOS version running in DOSBox and the Win9X version, I'm running the former. I'm not sure how well the Win9X version would work on modern systems; my previous experience with it was that it runs way too fast on anything faster than about a Pentium II. You might want to try a virtual machine or something.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #107 on: June 04, 2015, 04:41:29 PM »

Our second research lab and the Hyper-Wave Decoder will be done very soon, vastly expanding our capabilities. With lots of extra funds from selling surplus alien and X-COM technology, we're doing very well right now.


X-COM Two gets some extra equipment to deal with any potential incursions into the base.


We rotate the squad around on the Skyranger to replace our losses.


Radar finds a new UFO over the Atlantic, heading west.


Interceptors are in pursuit.




We briefly lose contact, but find it again over the southwestern United States. It's shot down over the desert.


We send the Skyranger at dawn, landing for Operation Mojave Salt.












Commander Romanov gets a heavy cannon with AP rounds, Sharpe gets the auto-cannon with HE rounds.


Right off the bat we're next to the crash site. It's in bad shape; if we recover anything at all it'll be surprising.


We spot an alien, not like any of the ones we've encountered before. The terrain here in the desert is very different from the usual farm fields we've fought in. There are very few obstructions, and the terrain is open, with the only cover being the occasional dune.



The HWP opens fire and gets a direct hit... but the alien is somehow still standing from the blast.


Even multiple hits from AP rounds can't bring the enemy down.


It's finally the blast from a second HWP rocket that finally does the job.


An alien throws a grenade in our direction, but misses.


We spot another of the new alien species some distance away.



Another rocket hit, another hostile still standing.


It fires on the HWP, but the squad itself is beyond the enemy's sight range.



A few shots from Bailey manage to get it.


Another alien emerges from nearby.


We spot a second alien behind a sand dune.



Bailey's laser shots don't do enough to stop this one.



Even the Heavy Cannon isn't working.



The HWP outright misses.



HE rounds don't have much more success.


Eventually, bringing one of the rookies and some additional shots in finally finishes the job.


Checking the UFO wreck, we find no survivors inside.


Another alien tries to make its way behind a sand dune.



Attempts to shoot it don't go well. In the process, Bailey accidentally hits the already-damaged HWP with a stray laser, puncturing the armor and rendering it inoperable.


Steinbach manages to get this one too with enough persistence and enough laser fire.

Results of Operation Mojave Salt:
Siegfried Steinbach: 2 kills, promoted to Squaddie
Jane ?Holepunch? Bailey: 1 kill, not promoted
Col. Andrea Sharpe: 0 kills, can not be promoted further
Cmdr. Romanov: 0 kills, cannot be promoted any further
Masanori ?Doorcrasher? Okabe: 0 kills, not promoted
Mark Crossett: 0 kills, not promoted
Otto Krause: 0 kills, not promoted
Christel Unger: 0 kills, not promoted
Tatsuo Akira: 0 kills, not promoted
Andrei Ragulin: 0 kills, not promoted
HWP: 1 kill, destroyed by friendly fire
4 aliens killed by X-COM ground forces
UFO hull fragments recovered

We're using the name ?Muton? to refer to these new aliens. We're dealing with something far beyond what we've encountered before; the endurance of these creatures is far beyond anything we've seen before. It might be prudent to re-allocate our scientists and put more effort into our weapons research programs.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #108 on: June 04, 2015, 05:43:24 PM »
Uh.  Well then.

Yeah we need bigger guns.

Mew seeker

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #109 on: June 04, 2015, 07:23:10 PM »
Maybe Bailey would have got a promotion if she didn't shot the HWP. :P

You can wish for anything!

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #110 on: June 04, 2015, 11:38:32 PM »
We are not replacing the HWP. While we can easily afford to right now, their usefulness on the battlefield is obviously starting to come to an end.





With the need to improve our weapons becoming immediate, we pull some scientists off the UFO reverse-engineering to work on studying the alien weapons.


Our Hyper-Wave Decoder is completed. We can now tap into the communications of any alien craft that passes by our European base.


With our new lab coming online in a few days, we start hiring some new scientists. They should arrive at the moment the new facility is ready.


We also hire some more engineers.


Radar coverage is expanded at our second base. Once we get additional funds, we should look into constructing a decoder there as well.



The new staff arrive just as the new laboratory is completed.








We increase our research efforts across the board.\


Our hyper-wave decoder detects its first UFO, and it doesn't look good. It's a very large ship moving at a very high rate of speed. We don't know what the nature of the ?retaliation? is, but it's coming in our direction.


We pull the Skyranger back from its patrol, having the squad on board fall back to base.






We try and intercept, but this ship is nothing like what we've engaged before. We have to break off contact because we have no way to effectively damage it, and one of our own interceptors is hit in the process. It fortunately manages to return to base, but it'll be unusable for a while until we get it repaired.


The ship flies closer and closer to our base, circling in the vicinity like it's searching for us. However, it doesn't seem to find what it's looking for, and eventually just flies off.



After that dangerously close call, we make it to the end of the month with no other incidents. The council of backing nations is very pleased with out improved performance, and we get increased funding across the board; very good, considering all of our new staff and facilities are greatly adding to our costs.

Tomorrow: the alien you've all been waiting for!

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #111 on: June 04, 2015, 11:50:26 PM »
"They're coming to stomp us.  Turn off the lights and try to breath quietly.

Johnson that means you can't play MMOs right now!  Turn it off!"

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #112 on: June 05, 2015, 02:22:15 PM »


The scientists studying ?Elerium? have finished their analysis. According to their conclusions, an element with this level of complexity in its structure should not be able to exist in this universe. The fact that the aliens can utilize a substance like this in a stable form is likely part of why their technology is so advanced; obtaining it will be crucial to our efforts to combat the invasion.








The scientists are put to other projects.


Another massive ship comes near our base and scouts around, leaving without finding us.


We spot something else concerning, though: a Snakeman ship intending to target a city.



The first interceptor sent at it runs out of missiles before taking it down.




The repaired and ready Interceptor-2 shoots the craft down over northern Europe.







We get geared up and ready for Operation Baltic Mongoose.


We are landed very close to the crash site.


Right off the bat we encounter something new. We can only assume these are the assault troops that the Snakemen use in terror operations. They don't appear to be armed, but given that the Floater's troops are capable of melee combat we can't be too cautious here.


After a few shots from Sharpe's auto-cannon, we see a second one.

Even a direct shot from an HE round isn't enough to kill one.



Crossett provides some supporting fire.


We get one of the two hostiles, and another one shows up to the so-called party.



We get Bailey up to the exit door because she can actually hit worth a damn. She gets the second of at least three.


The third seems to have run away for now. Please don't let there be any-


-more. Fortunately, it doesn't seem to be able to climb up onto the ramp, if it even shows any interest in approaching. Unfortunately, it's out of our narrow field of fire.


The one were were trying to attack before comes back into sight, but combined fire from Bailey and Crossett isn't enough to take it down yet.



A Snakeman slithers past on the other side of our peripheral vision, while the other unknown alien runs around seemingly without purpose.





Stepping forward, Crossett exchanges some fire with the Snakeman, taking it out but incurring some wounds in the process.



Okabe gets a medikit out and patches Crossett up.





Another Snakeman comes into view from some hedges we've blasted a hole in. Our initial attempts to snipe it fail, but Crossett's rapid fire proves to be reliable.


We see another of those unknown hostiles in a field some distance away.


How many more of these are there?


Less composed tacticians would probably be reduced to frothing and spittle at this point. However, we are still mostly in control of the situation, although with all these enemies roaming around we're going to be on the defensive for a bit yet.


The initial plan of ?send someone a short ways down the ramp and shoot at them? doesn't work as well as anticipated, and we pull Crossett back.


Bailey doesn't do much better.



Another Snakeman decides it wants to get involved in this battle, while the other hostiles continue attempting to threaten our advance.



Bailey gets rid of the first problem, although the second's going to take some work.



Eventually we get impatient with their wandering around and start resorting to the next plan: explosives. We throw a proximity mine near the bottom of the ramp where the aliens are wandering.





We then follow up by tossing some high explosives off the side.



The one wandering around near the field eventually has enough of being shot at and finally falls.


The explosives go off, and we hear some alien screaming, which means it probably worked.




A Snakeman apparently wasn't the one screaming, so Crossett has to go deal with some more nonsense. He's doing fairly well for a rookie with no prior combat experience.


It's finally clear for us to get out of the Skyranger and onto the ground.


Bailey takes a position near one of the doors to the ship in case anything else is coming.


Okabe prepares for a breach.


The rest of the squad gets ready to move out.



An initial look into the ship shows things to be mostly clear, but again, we can't be too careful. We pull Okabe back and wait for more backup.


Some of the rest of the squad sweeps through the fields, looking for hostiles we might have missed.




We spot a single Snakeman, but we have things under control and quite a few of the squad in cover and ready to open fire.


Right when we get the Snakeman, another of those unidentified aliens comes at us.


And we spot two hostiles just past the entrance to the ship.


A burst from Okabe gets one, and Bailey gets the other.




The other hostile rushes towards the squad outside. It's faster than we anticipated; Crossett nearly gets caught in the blast of an HE round from Sharpe before gunning it down.



With the entryway to the ship clear, we consider moving to clear the other side as well.


Other parts of the team move to take the entrance we've already secured.

We hear gunfire from higher up in the ship; the massive enemy casualties have demoralized one of the crew, who has panicked and started firing randomly.



The alien Crossett just shot wasn't as dead as we hoped, and has got up and started coming after him. He doesn't have enough time to get away, and he's...


...what?



Sharpe blows away the assailant with more HE rounds, but now we have to deal with... whatever Crossett's been turned into.



Steinbach, who's almost right next to him, is forced to pull back before the squad opens fire on what's left of Crossett...


...what? Another of those things just hatched from Mark Crossett's corpse.



We unleash everything we have on this new target.




And this time we're making sure that it's DEAD this time.


We push into the other side of the ship.


With squad members at both sides, it's time to push in.


Sharpe makes her way in as well, switching to the pistol for close-range indoor combat.


We spot a Snakeman through a hole in the upper level; it appears to be the one that panicked earlier, and by this point it has dropped its weapon out of fear.


We are cleared to make our way up to the second level. The engines are gone, as well as whoever was working on them.



Okabe's first to go up, with Tatsuo in tow. We prepare to breach the second level of the ship.


Surprisingly, we encounter little resistance.


Bailey and Sharpe fire at the Snakeman through the hole in the floor.


The cockpit is empty; that one Snakeman we encountered was apparently the only one up here.


During the sweep outside, we find another unarmed, demoralized alien. Before another squad member can catch up with a stun rod, Unger fires on the Snakeman through the window.

Results of Operation Baltic Mongoose:
Col. Andrea Sharpe: 1 kill, can not be promoted further
Jane ?Holepunch? Bailey: 6 kills, not promoted
Masunori ?Doorcrasher? Okabe: 2 kills, not promoted
Tatsuo Akira: 0 kills, not promoted
Christel Unger: 1 kill, not promoted
Cmdr. Leonid Romanov: 0 kills, can not be promoted further
Otto Krause: 0 kills, not promoted
Siegfried Steinbach: 0 kills, not promoted
Andrei Ragulin: 0 kills, not promoted
Mark Crossett: 8 kills, killed in action
17 aliens killed by X-COM ground forces
UFO hull, navigation systems, and entertainment devices recovered

The new alien we have encountered is being referred to as the ?Chryssalid?. It is a parasitic lifeform that reproduces by killing and ?puppeting? other life to use as a host for its larva. We understand little about the larval growth, but we do know that the Chryssalid is an extreme threat. It was fortunate we prevented this ship from reaching a civilian population; there's no telling what would have happened in that case.

CyberAngel

  • Retired
Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #113 on: June 05, 2015, 04:01:21 PM »
Say "hi" to your new nightmare...

Stuffman

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #114 on: June 05, 2015, 06:59:37 PM »
It's outrageous how much damage those things can take. We're getting to the point where we actually need that plasma!

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #115 on: June 05, 2015, 07:42:16 PM »
Godspeed, Mr. Crossett.

TA-DAAAAAAA! 61 blood donations and counting! 
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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #116 on: June 05, 2015, 09:46:02 PM »


We're approaching our limits on living space and workshop capacity at our main base, so using the funds we got from the recent terror ship raid's surplus is getting put towards expansion.


We're also hiring additional staff.




The research division has figured out the UFO navigation systems. This leaves just the reactor for reverse-engineering UFO components. We can build our own navigation systems, but given how often we recover them, this would be completely unnecessary.






With staff freed up, we put more effort into our current projects.


The third hangar at our secondary base is completed.



Our new personnel arrive. Morita's rotated into the squad...



...while the scientists are assigned to weapon analysis.



The decoder picks up a scout craft heading in our direction. We aren't able to catch up to it, however.


Until a need for new weapons or armor arises or we have a new project to develop, Engineering's just going to be developing Medi-Kits for sale to various agencies.




Eventually, the team studying the alien weapons gets some results. Their weapons are particle-based, using the properties of Elerium to propel an energy charge. We still need to figure out the ammunition system before we can use or construct our own, however.




We put some more scientists on studying that ammunition system, and also look at the alien pistol.


A patrolling interceptor in Africa detects a small contact...


...and the decoder detects another scout on an infiltration mission.


Interceptor-2 keeps an eye on the small craft, which appears to have landed in central Africa for an unknown operation.


The larger ship is detected in North America by the Skyranger on its tail, and it's slowed down significantly.



We shoot it down in the midwestern United States.

Our Skyranger is in the vicinity and ready to deploy if we wish to. However, we must decide if this is an operation we want to undertake. We know from the decoder transmissions that Mutons are on board, and as this is a larger ship than the previous time we encountered them, we are likely to encounter a greater force. Our weapons may not be sufficient for a prolonged battle with them. This craft's mission has been disrupted for now; any further engagement with them is purely at our discretion.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #117 on: June 05, 2015, 09:49:43 PM »
I don't think we need the stuff?  I mean, so far every UFO we've blown up has been junked.  No need to get shot by mutton heads while we desperately look for better guns.

CyberAngel

  • Retired
Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #118 on: June 06, 2015, 08:20:04 AM »
We can check out the smaller craft while it's still landed.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #119 on: June 06, 2015, 11:19:27 PM »
The option of going after the smaller UFO was considered, but the Interceptor that was watching it had to turn back due to low fuel and we have lost radar contact. The Skyranger goes to patrol the area we last saw it just in case, but nothing turns up. Until our weapon technology improves, we are not fighting  Mutons except when we have no other choice.


Fortunately, we're making some progress in that regard.


We've managed to figure out the large plasma weapons used by the aliens. ?Heavy? is likely a misnomer here; while the weapon has the size and bulk of a cannon or rocket launcher, the actual weight is comparable to a rifle.


While we still need to figure out the ammunition system for the weapon, as soon as we do so, we will be equal in firepower to the alien forces.





We put our efforts into other projects.



The scientists quickly present us with another discovery. They've figured out the Elerium reactors used as engines in the alien craft.


With all the major UFO components analyzed, we can start studying how they work together as a single craft. Additionally, the suggestion has been made of using a small Elerium power source to offset the weight of alloys, allowing us to create heavier, more advanced troop armor.



Both proposals are too good to pass up.


We can build our own reactors now. Given our track record in recovering them, we might have to consider this at some point.


We pick up a large contact on radar. Once the transmissions are decoded, it's clear we need to blow the hell out of this ship immediately.





After a short pursuit, we catch up with two interceptors and open fire. The first uses up its ammo and breaks away,



The second interceptor takes it down after two salvos, leaving the ship to crash in Spain.

We've neutralized the ship and prevented an attack on civilians. We can try and recover it, but we'll be facing Chrysalids again.